Anaris Family/Anton's Tome/Basics 3

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The Basics Part III - Actions, Orders, and Other Stuff to Do

Now, to the really interesting stuff: Actions and Orders.

Under Actions, you may have some or all of the following options:

  • Change Class - there are 7 different classes in BattleMaster, and though Soldier is the most common, you might want to be another one some day. Only accessible within your realm.
  • Financial Actions - changing bonds to gold, and gold to bonds, and sending bonds to other people or your family
  • Paid Work - if you don't have gold or a unit, you can work to earn money, but it's not very honourable
  • Mix with Locals - if you're not well-known yet, you can talk to the peasants in the area and see what they think. This can be especially useful if there is a takeover currently in progress in the region.
  • Visit the Academy - train your personal skills--for a price
  • Visit the Temples - priests often see and things that might be of use to you
  • Change Realm - leave Minas Ithil and join the realm that owns the region you are currently in; unless they are an ally, you will automatically be considered a traitor to Minas Ithil, and banished
  • Rebel - in case you ever want to overthrow the government. But beware: you need a lot of support, or you'll just end up getting banished as a traitor!
  • Disagree or Protest - if you are strongly opposed to something the government has just done, you can use this option to voice that objection. But don't use it for just anything, as it can force a public official out of office if used enough.
  • Choose Liege - swear fealty to a region; I'll explain this in more depth later
  • Bounty Board - see who has a price on their head...
  • Trading - you can buy and sell food, make a little money if you're lucky, but only if you have caravans
  • Duel - fight another character in single combat
  • Emigrate - Leave the continent altogether and find somewhere else to make a name for yourself

Now, for Orders, which can only be performed when you have a unit or paraphernalia.

Not all of these will be available all the time.

  • Repair Equipment - pay the local smiths to fix your troops' damaged equipment
  • Pay your men - your unit needs to be paid every week, or they'll leave you (and sometimes steal your gold!)
  • Loot - steal from the peasants, or just kill them. Extremely dishonourable. NEVER, EVER LOOT without permission! You will be banned.
  • Rest - let your troops rest, relax, enjoy the scenery or the local entertainment. Raises morale a little.
  • Training - allows you to increase the training and cohesion of your unit, at a cost of a little gold, and a possible small morale drop and increase in equipment damage. Generally worthwhile if you're waiting around in a city.
  • Civil Work - can raise production in the region, but hurts morale of your troops a lot
  • Police Work - can raise realm control or help catch infiltrators
  • Hang Rebels - can raise realm control faster, but can be VERY damaging to region morale! DO NOT hang rebels without permission!
  • Add Recruits - only available in the capital of your realm; allows you to increase the size of your unit, or recruit a whole new unit if yours has been killed or left behind. I will go much more in-depth on this a little later.
  • Change the name - you can change your unit's name in a city or town. Costs some money, and if they don't like the name, morale may drop some.
  • Dig in - build some quick camp fortifications to protect your troops. Helps keep equipment damage from rising too fast.
  • Abandon your unit - if you no longer want to keep your troops around, or want to set them up as a local militia in a region of your realm, you can do that here--but you have to give them their pay first.
  • Send out scouts - if you want to see what's going on in neighbouring regions, you can send your troops out to look at them, or, even better, hire trained scouts to get a better look
  • Buy Paraphernalia - lets you hire various people or buy equipment that can help you and your men; I'll get into this later, too
  • Abandon Paraphernalia - just what it sounds like; lets you leave behind paraphernalia you've hired

(I may have missed one or two, as there are quite a lot, which aren't always available; if you see anything I haven't listed here, please tell me, and I'll explain it and add it here for my future students...)

Thus endeth lesson 3.