Difference between revisions of "Adventurer"

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* gain enough honour
 
* gain enough honour
 
* get at least 3 [[Recommendations]]
 
* get at least 3 [[Recommendations]]
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 +
 +
== See Also ==
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* [[Adventurer Game]]
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* [[Adventurer Hints]]
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* [[Unique Items]]
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* [[Common Items]]
  
  
 
[[Category: Adventurer]]
 
[[Category: Adventurer]]

Revision as of 19:52, 20 December 2006

Current limitations:

  • only Belluaterra and FEI (testing branch)
  • only those players who've been in the game for > 60 days can create adventurer characters. (It's still incomplete and I don't want people who haven't been exposed to BM for a while testing it.)
  • only one adventurer per player (very likely to stay as a permanent limit)

--Tom 19:35, 15 December 2006 (CET)


Fair Warning

The adventurer has less options and less "things to do" than other classes. That's why you can't make one as your first character. To get the most out of an adventurer, you will want to enjoy roleplaying and plain talking, and leveraging what little you have to maximum effect through the art of personal diplomacy.

If you're looking for the strategy gaming aspect of BattleMaster, adventurer is the wrong place to look.


Overview

The adventurer is a bastard or disowned family member who is not enjoying the usual family perks - he will start out alone, without a unit and with no gold or other support. He will have to prove his value and if he succeeds in doing so, he may become a proper noble one day.

Before you create an adventurer character, you should be aware that playing an adventurer also means missing large parts of what BattleMaster is all about. The adventurer is quite limited in what he can do - but in return there are unique things that only an adventurer can accomplish.

Since you can create one adventurer character even if you are already at your character limit, there is little harm in adding a bastard to your family, if you want to enjoy yet another aspect of BattleMaster.

Your adventurer character will be created in a random region on the island of your choice, and belong to whatever realm rules that region. You can not choose which realm he belongs to.


Player Contributions

This page is kept to a minimum intentionally. It only gives you an overview so you can decide whether or not you want to try an adventurer. Check the Adventurer Game page for contributions, speculations and advise from other players.


Game Mechanics Differences

Adventurers work much like priests in regards to travel and time - they do not move on the turn, and they do not gain hours on the turn. Instead, travel happens instantly (if enough hours are in the time pool) and they regain one hour per hour of real-life time up to a maximum of 16 hours.

Adventurers also have to watch out for fatigue. Most actions will add fatigue. Fatigue can be regained by resting. In addition, every hour that passes when an adventurer is at his 16 hour time pool maximum will automatically be spent resting, reducing fatigue.

There is also hunger, but it's not explicitly tracked. Instead, you will silently pay about 2 silver on food and drinks per day.


Hunting / Adventuring

Adventurers are the only characters capable of dealing directly with monsters and undead before these form a group/horde and cause trouble in the region they are in. Adventurers can find and eliminate the evil creatures before they become a problem, and thus are quite valuable to a realm that wants to keep its regions peaceful and trouble-free.

Adventurers can (and often should) work together to eliminate these foul beasts.

In addition, by defeating large groups, adventurers can get Unique Items - and are thusly the only source for new unique items in the entire game.

There is one risk to this, though. You can die. Yes, I said die - what do you think a large, hungry beast will do if you go down fighting it? You're as tasty a snack as the next guy.


Limitations and Disadvantages

Lots. You get no taxes (but don't think you don't pay any...), you don't get to command a unit, and the list goes on and on...

Adventurers also have limited messaging options - nobles don't listen to common peasants and they don't talk to them, either.

Finally, as they are but commoners, if they get captured and imprisoned, they can always be banned or executed.

The major difference is in roleplaying. You are a commoner, someone who - according to the law of most medieval countries - can be beheaded on the spot for insulting his lord. Someone who if a knight kills or wounds you that knight would have to pay for damages to your lord, but never to you. Heck, we've made a page called Adventurer Roleplaying to gather these tiny things like class differences that most of us don't know about living in modern times.


Becoming a Knight

Adventurers can become knights, if the can:


See Also