All about manor: sowing, harvesting and handing in crops

Manor from the player's side, told by a crafter who lives on it: where the managers stand, how to choose monsters for the seeds, a table of all seeds with levels, top prices and rewards, and two ways to hand in crops in the first seconds after the daily update.

In this article I have put together all the information on manor that I gathered over several years. I will try to set it out in plain language, so that nobody has questions left and nothing remains unclear. The general points come at the very beginning of the guide and all the technical questions at the end, since mostly everybody is interested in how to hand in manor, and the details are needed only by a small number of players. Everything written here relates to PTS servers.

What manor is

In all towns and in some villages you can find little wagons with the NPC Manor Manager standing beside them. From them you can buy seeds, which are planted into mobs and which sprout in them instantly after these mobs are killed. With a tool called the harvester (Harvester, it can be bought from the same manor manager) we extract these crops from the mobs. The crops obtained this way can be handed in to the same manor manager. For the crops handed in you will get resources; the type and amount of resources depend on the type of crops and the hand-in price. The prices of seeds, the number of seeds, the hand-in prices of crops and their number are set up by the castle owners. If a castle belongs to NPCs and is not captured by any clan, it does not take part in the manor system.

Some players ask where exactly the manor managers stand in different towns: Goddard, next to the warehouse; Rune, at the entrance to the temple; Aden, in the central square at the entrance to the shops; Hunters Village, opposite the gatekeeper; Schuttgart, at the entrance to the grocery shop; Giran, in the central square next to the weapon shop, and one more somewhere; Heine, next to the grocery shop; Oren, next to the warehouse; Gludio, next to the gatekeeper and next to the grocery shop; Gludin, in the central square and not far from the warehouse; the dwarves, there was none before, now next to the weapon shop; the humans, in the central square.

Manor is needed for professional craft, since only by manor can you get a large amount of varied resources at one go.

The amount of resources you get depends only on the purchase price of crops in the castles. The prices for the same crops differ between towns. When I handed in 360 crops of Blue Coba in Gludio, I got 720 red molds for it. If I had handed in the same 360 crops in Aden or Goddard, I would have got only about 300 red molds. So when handing in manor we choose the town with the highest purchase price. And if the price is small in all the towns, it is better not to hand in these crops that day and to wait for better times, when the castle owners set a purchase price more suitable for us.

The number of materials is the number of crops multiplied by the castle's buying price and divided by the base price of the material. A crop is worth selling only where the lord has set a good price for it.

Buying seeds and the territories

The seeds you plant into mobs are distributed among different towns. Seeds bought in a certain town can be planted only into mobs of that region. That is, seeds bought in Aden are planted only into mobs located on the territory of Aden (Aden also includes Hunters Village). The villages of the dwarves and the orcs belong to the territory of Schuttgart, to which there is a convenient cheap teleport from the dwarven village. Primeval Isle belongs to the territory of Rune.

In general, let's try to manor right away. We go to the nearest manor manager. By the menu items: the first item is to buy seeds, the second to hand in crops, the third to look at the settings of seed sales and crop purchases in all the towns for today and tomorrow, the fourth is general information on manor, the fifth is to buy a harvester.

On each kind of seed its price is written, the number of seeds on sale, the territory on which these seeds work, and the approximate levels of the player and the mobs at which the seeds are planted best and the crops gathered best.

Here a little explanation is needed about the levels of mobs and players. What is written on the seed, for example that the seeds are best planted by a character of levels 8 to 18 into mobs of levels 8 to 18, is on the one hand true, and on the other not quite. If we do exactly so, we will get not very many crops from each mob. And since the manor process is long and tedious, we will have to be a little cunning: on PTS servers the number of crops got from a mob depends, as a rule, on the level of the mob itself and on its HP multiplier (there are exceptions too), that is, from a mob of level 10 you will get 1 piece of Red Coda, and from a mob of level 20, 2 pieces (the amount is approximate and depends on the server settings, but now it is important to understand the principle). And at the same time, from a mob of level 20 with HP 1/2 we will get 1 crop, from a mob of level 20 with HP x1, 2 pieces, with HP x2, 4 pieces, and from an x4 mob, 6-8 pieces. So for each particular seed we must find the mobs into which these seeds can still be planted and from which we will take the greatest number of crops. Using the example of the same Red Coda, I can tell you that I still planted it into mobs up to level 30 with multipliers x2-x4. Of course, because of such a level not every seed took, but I gathered 70-120 crops at a time.

How to manor

We put the seed we are going to manor on the quick panel, and the harvester next to it. We take a mob in target and press the seed. If the seed is planted successfully, a message that the seed is planted appears in the system chat; if it failed, the planting has to be repeated. When the mob is killed, we press the harvester icon: the harvest is pulled out of the mob, and the system chat says how many crops we got.

Use a seed on a monster before or during the fight; it looks and works like spoiling. If it fails, another seed can be tried after about eight seconds, and sowing does not count as an attack, so the monster does not turn on you. Kill the monster and use the harvester on the corpse to receive the crop. If the target was lost, select the body with Shift and a left click.

Since there is no drop from a manored mob (except adena, quest items and stones in the catacombs), it is best to use spoilers for gathering manor. I have very many spoiler girls, one every 5 levels, so one of a suitable level can always be picked. You can spoil and manor at the same time; there is only one rule: first we take the manor, then the spoil. This is because after the spoil is taken the mob disappears, and we simply will not have time to take the manor.

Alternative seeds stand as a special group: when they are used, the drop from mobs remains, but only one crop is taken regardless of the mob's level and HP multiplier. The alternative is convenient where a tasty drop falls from the mobs: we get the drop and little by little gather crops too. And since people do not much like to manor the alternative because of the small number of crops, there is every chance to hand in high-level crops without competition and get a lot of Mithril Alloy, Varnish of Purity and Synthetic Cokes.

The table of seeds

For keeping statistics it is most convenient to print out a table and always have it at hand. You can make a table of your own, or you can use mine.

What my table is good for: you see at once the name of the seeds, the average level of mobs for planting, and the rewards for handing in the crops. With its help you can figure out at once what exactly you should manor and with which character. The table also has the top purchase prices of crops (let me remind you that the higher the purchase price, the more resources you will get). I was once even accused of having set a small price on Chilly Coda. But how can I set more, if this is the lowest-level manor and the top price for the crops is only 500 adena? If a resource is not spoiled, it says so (no spoil), and it will have to be crafted.

How to hand in manor

We, as players who hand in manor, need to know only two things out of the whole cycle of the manor system: the first is that crops can be handed in round the clock except for the period when manor is being updated, and the second is that this update happens from 20:00 to 20:06, that is, during these six minutes we cannot hand in anything, and it is after this update that new quotas for handing in crops appear, and at 20:06 we can hand them in.

As you understand perfectly well, the tastiest resources are taken apart within 1-2 seconds after that time, after the hand-in of crops opens. Low-level and non-scarce resources can be handed in practically throughout the day, but how to skim the cream and get a heap of tasty resources? Let's talk about that.

If all servers lived by one and the same time, there would be no problem with hitting these 1-2 seconds, but, first, every server has its own time set, which often does not coincide with the reference one; second, on a given server it constantly runs ahead or lags behind from day to day; and third, there is also the error that some more time is lost for packets to travel over the internet from the client to the server.

Because of all these reasons I will tell you two ways of handing in manor: the first is approximate; it is needed when you mostly have non-competitive crops in hand and there is no point in bothering with clocks and exact time checks. The second way we will need for handing in the most competitive high-level crops, but you will have to struggle with it for several days until you get the hang of it.

The first way: approximate

Suppose we have many unclaimed crops that are taken apart throughout the day, and we want to hand them all in at once and at the dearest prices. We come up to the manor manager at 20:00 and stand behind his back. We click on the manager's back in the area of the spine below the shoulder blades, and drag the menu that appears so that the first item, about buying seeds, coincides with the point on the manager's back where we clicked.

Then we click the first item in this menu, and the window for buying seeds opens. It does not matter whether seeds are sold in this town or not; we only drag this window too so that the "Yes" (or "OK") button also coincides with the place where we clicked on the manor manager's back. If necessary, repeat this procedure several times, so that all these buttons and lines coincide exactly at one point and you could click on them without moving the mouse cursor. Now note that on pressing "Yes" the system chat says that the manor system is under maintenance.

The next step: we open the window for handing in crops (the second menu item from the top) and drag this window so that it is above the point on the back where we clicked and does not cover it. It is also important that no menu covers the "Sell" button, but that this button is not very far from the manor manager's back. We set up in this window all the hand-ins of crops in all the towns at your discretion, and as soon as everything is set up, we try the whole construction out. It should work like this: the window with the crop hand-in hangs in the background, and we, clicking on our combined point, call up in turn the menu window, the seed purchase window and the line in the system chat about the maintenance of the manor system.

Why do we need this? The thing is that when the maintenance is over, instead of the message in the system chat, a message saying "Not enough adena" will appear in the centre of the screen. As soon as this line has appeared, it means that the maintenance is over and crops can be exchanged for resources. So, starting somewhere from 20:05, we click quickly on our point (as fast as possible): the windows replace each other until the "Not enough adena" window appears. And at that moment you have to move the mouse to the "Sell" button as fast as possible and press it. That is it; we look at what we handed in and what we got in return. It may not work the first time, but in a few days you will get the hang of it. Most likely, with such frequent clicks you will skip past the "Not enough adena" line and one of the menus will be called up again. That is exactly why we moved the "Sell" button aside: in any case this button will always be accessible and covered by nothing. Do not forget to note the approximate time when the "Not enough adena" line appeared: that way you can compare your clock with the server's. That is all you need to know about the first (approximate) way of handing in manor.

The second way: exact

Well, you have already mastered the first way to perfection, you hand in medium and low-level crops regularly, and now you want to try your strength in the fight for the very top resources. And the fight will be hard, since a cloud of bots often hangs around the manor hand-in here. We do not despair: I very often handed in ahead of the bots, for which I was once nicknamed "the queen of manor".

The essence of this way is to find out the exact (to the second) local time of the server and with its help hand in crops ahead of the bots. For that we go to the nearest castle (I prefer Gludio, since it is next to the town gate and the manor manager) and look there for the NPC at whom clans register for the castle siege. If we click on him, a window appears with information about the castle owner and the time of the siege. And besides, the current time of the server is written there too.

Unfortunately, the seconds are not shown there, so you have to click on the NPC very quickly until the last digit of the minutes changes to the next one. That is how we find out the exact time. We correct the system clock on our computer and repeat the procedure several times, until the time on the computer corresponds exactly to the server time. The time should be checked as close to the hand-in as possible, and this procedure repeated every day, since the server time constantly drifts, now running ahead, now lagging. As a rule, I come to check the time at ten to eight and run to the manor manager at 20:00 or 20:01. There is time left to run up to the manager and set up the hand-in of crops. We keep looking at the clock and press the sell button a couple of seconds before 20:06:00.

The first time you will surely miss the hand-in, but you will know whether you were late with the click or clicked before the sales opened: if you were told that the system is still under maintenance, it is too early; if you were told that the crops could not be exchanged for resources, it is already too late. The next day we press accordingly a second later or a second earlier, and repeat this several days in a row until we hit exactly the time when the manor hand-in opens. Believe me, you will get an incomparable pleasure when you read how the bot owners start yelling through some hero that manor is being taken from under their noses, and write on the server forum that something in the manor system has broken.

The castle owner's side

The lord manages the manor through the chamberlain in the throne room: which seeds are sold, how many and for how much, and which crops are bought, in what amount, at what price and for which of the two rewards. Settings for the next period are accepted from 20:00 until 4:30. At 4:30 the cost is taken from the castle treasury, and if the treasury cannot pay, the manor of that castle stops.

The crops bought from players do not vanish: the castle blacksmith, in the cellar under the throne room, turns the ripe ones into goods for the clan.

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