This article needs to be cleaned up to conform to a higher standard of quality.
- 1 Resting using the "sleep on the floor" opion removes about 2 points of fatigue for each hour.
- 2 Resting in Primitive Room
- 3 A sage can help you repair or construct a unique item from raw materials. Sages are hard to find, though.
- 4 Hunting
- 5 Moving regions.
- 6 Gaining Honor
- 7 Becoming a Noble
- 8 Hours greater than 16 spent on sleep
- 9 Training
- 10 Tolls
- 11 News
- 12 Banks
- 13 Scouting
- 14 Wizards
- 15 Combatting Monsters/Undead
Resting using the "sleep on the floor" opion removes about 2 points of fatigue for each hour.
My Adventurer slept on the floor for 4 hours and only lost 6 fatigue, while according to this above it should've been 8. How come? Van Peteghem 14:39, 16 December 2006 (CET)
- That's why it says "about"...
- Hey that's not nice of you!
- The same thing happened to me both times I tried it. I think this entry is a bit off. --Tj 18:36, 16 December 2006 (CET)
I wouldn't expect it to be an even number - in fact it seems to be more of a range. I've slept on the floor twice now. 5 hours removed 6 fatigue, and 3 hours removed 4 fatigue. -- Murakama 08:39, 17 December 2006 (CET)
- It seems pretty consistently to be around 1.5, or even slightly lower, to me. --Indirik 14:55, 17 December 2006 (CET)
Slept on the floor for 8 hours, recovered by 11 points fatigue. Though, in a city. --Shina 11:49, 17, December 2006 (CET)
- Today I slept for 10 hours on the floor, regained 14 points fatigue. --Shina 4:16, 19, December 2006 (CET)
- 6 hours on the floor removed 8 fatigue Foreign Curs 20:21, 20 December 2006 (CET)
- If you take into account all this data it seems that it's about ~1,4, but that isn't always correct. We'd better make a table that states the amount of fatigue lost for each amount of hours. Or we could use the general rule of multiplying with 1.4, but that isn't always correct. Foreign Curs 20:41, 20 December 2006 (CET)
- Slept for 11 hours on the ground and got 16 fatigue removed. Foreign Curs 09:35, 25 December 2006 (CET)
Resting in Primitive Room
cost 1 silver, regains ~2.5 fatigue per hour, available in rural regions, someone confirm so we can put in fairly certain.--Aralaiquendi 17:34, 16 December 2006 (CET)
- True, I rested 5 hours and lost 12 fatigue (5*2,5=12,5) They round off downwards. Foreign Curs 14:06, 19 December 2006 (CET)
- Recomfirmed: 12 hours lost after 5 hours of sleep again today. Foreign Curs 10:56, 20 December 2006 (CET)
A sage can help you repair or construct a unique item from raw materials. Sages are hard to find, though.
Oh crap I just found a sage but I didn't have anything...Van Peteghem 18:11, 16 December 2006 (CET)
- How did you find the sage? Does an option just show up? Do you find him when you're hunting? --Pjweisberg 18:05, 18 December 2006 (CET)
Has anyone found anything other than silver so far?
Yes, I have a gold piece, and I got some good leather today.--PrinceScamp 19:06, 16 December 2006 (CET)
After following the same trail of undead four times I found the Cursed Crown of Nocaneb, a unique item. The game told me to create a Wiki page with it's legent/history and how I came to have it. --Pjweisberg 01:11, 17 December 2006 (CET)
I didn't find it, but I did find a colorful feather, which apparently a somewhat prized thing as it went for 1 gold and 4 silver in a woodland region. --Kag 02:01, 17 December 2006 (CET)
I love the class, but one thing that might keep it more on the BattleMaster theme would be if we were called Rangers not Adventurers. It would have more Bm theme, ,like Lord, Knight, Hero, etc.
I found a sage and had a piece of quartz however I got a "parse error" when I clicked the link.--Alex 21:07, 17 December 2006 (CET)
I found a sage, and he wanted me to get a "Golden Idol", but all i had was some flintstone. He said he would make something special if i gave him one within the hour. But no replies to my message to other adventurers - so don't know what happens. --Crazylozda 21:11, 29 December 2006 (GMT)
- The link will just go away. Think: the mysterious stranger disapeared. Fredrich 22:19, 29 December 2006 (CET)
- It did go away, but i wanted to know what happens if i managed to find the item he wanted. --Crazylozda 22:51, 29 December 2006 (GMT)
- Can adventurers damage military grade monster groups? I remember back when I played I'd get reports like "There are no monsters hear, unless you count the horde of 20 rampaging through town, but you can't do anything about them, that's a job for the army." Yet if I hunted enough I'd end up fighting a huge horde and I'm pretty sure the one in the region would become damaged. Can someone confirm or deny if adventurers can effect monster and undead groups that would show up in scout reports.
- I've tried to resume a previous hunt a couple times now, but have never been able to do so. Has anyone else had trouble with this - resuming their own hunts, or one started by someone else? Granted, it could be intended this way... -- Murakama 08:39, 17 December 2006 (CET)
- I've tried a few times to resume a hunt that I had to end because of fatigue, but it said that "the undead are nowhere to be found". Either they moved on like the game suggests they can or another adventurer fought them and didn't tell me. But the feature does work. I ended a hunt and then restarted it a minute later just to test it and it was successful. Fredrich 14:58, 17 December 2006 (CET)
- I've resumed a hunt after a couple of hours, so that definitely works. I've never tried resuming someone else's hunt, though. --Pjweisberg 20:55, 17 December 2006 (CET)
- I've now successfully resumed someone else's hunt. --Pjweisberg 19:59, 18 December 2006 (CET)
- My character tried taking on an undead army but got defeated, her fatigue jumped up by 8-12 points. -Gitami
- Is the hash you get from the game universal or does it distinguish between monsters and undead, e.g. the hash you got from an undead hunt will (or will not) fit when entered into the location window during a monster hunt? --RealUlli 16:15, 17 December 2006 (CET)
- I've seen one person report putting the hash for a group of undead into the monsters screen and not finding them. --Pjweisberg 20:55, 17 December 2006 (CET)
- From IRC: <_Tom_> of course they're specific. a monster string will be useless for hunting undead.
- Has anyone hunted monsters yet? I've only had success hunting undead. --Pjweisberg 19:59, 18 December 2006 (CET)
- Yes, I have, they porve to be acertain gain of money if you do it low risk. Pitifully if you are in a region with few monsters they are extinguished fast. No real gains, only some silver. Foreign Curs 14:10, 19 December 2006 (CET)
- Say if an adventurer in Region A posts a coordinate to all adventurers in Region A and adjacent Regions B, C, D. And another adventurer in Region C attempts to use the coordinate to locate this horde. Will this work? My speculation is no. -- Gsklee 10:54, 18 December 2006 (CET) [Confirmed- you must be in the region of the coordinate for it to work]--Sageco 14:22, 18 January 2007 (CET)
You can cooperate with other adventurers.
How can you? Seriously, how can you possible cooperate? The game sais you should do so to defeat larger groups, but you can't count on it that someone hunts the same groups at exactly the same time. The game cannot fortell that someone will hunt after you did to give you the advantage the game speaks about (fighting with multiple adventurers against larger groups). So how can you get this advantage?
- Cooperation takes the form of passing the group number and location hash to a different adventurer to carry on the hunt. Contact other adventurers and make sure they are standing by to cooperate *before* you start the hunt. Then as soon as you are done with the first part, post the group and string so the next hunter can take over right away. The advantage is this: A solo hunter can only have 16 hours, max time saved. The larger the group, the longer the time it takes to hunt them. Eventually, the groups will get large enough that there is no possible way a solo hunter could take it on. At that point, you need to pass the hunt to someone else. So the advantage is that multiple adventurers gives you the ability to hit larger groups, and, presumably, get larger rewards. It is up to the adventurers themselves to split the rewards amongst themselves using the trading options. --Indirik 16:59, 19 December 2006 (CET)
- Ah, so you don't actually cooperate at the same time. There is no duo taht attack in reality, it's one person attacking, and the other picking up where he left. I figured that larger groups would require more men to fight them at the same time (you can't fight 20 undead, and then walk away when you don't have enough time left, just to let another adventurer take over).
- My character definitely has max risk against undead before monster. perhaps.. it might tally separately? the more you do monsters, the earlier you get max risk for monsters and vice versa? --Fodder 07:03, 22 June 2007 (CEST)
- I hunted undead with only 1 hour in my time pool. If this is not a bug, I think we should change the phrase in the article that says that it takes 2.
Do you have to pay to leave any region? I'm stuck in a region that there's no monsters or undead and every time I try to leave, there's a toll that I can't pay. It doesn't matter what region I try and move to, I get sent back. Mischa 10:09, 17 December 2006 (CET)
Try to gather stuff to sell and get gold that way. I think you can get thrown out of a city region as well. --RealUlli 11:53, 17 December 2006 (CET)
You don't always have to pay a toll. It cost me 2 silver to get out of Joppo. Once out, I've moved about 5 times and only had one toll. That was 6 silver to go between two rural regions that were both part of the same realm. While I was stuck in Joppo I spent most of my time gathering items and eventually got lucky with a mirror that sold for 2 gold. Keep trying, it will probably take a bit of patience. --Indirik 16:49, 19 December 2006 (CET)
Traveled with 46 fatigue into a city and wasn't stopped for a toll. - How the hell do you get 46 fatigue?! --RealUlli 23:04, 19 December 2006 (CET)
It's pretty easy to get 46 fatigue, just travel a lot and it racks up really quickly. I think my highest was around the 50 ish mark.
It seems that although were considered outlaws by our own realm, we gain honor by hunting monsters/undead within our own realm. This means that although we can travel from realm to realm relatively easily; at least in early days, we are much better off staying in our own realm.--Sageco 08:52, 21 December 2006 (CET)
Your constant support of the realm has finally paid off. You gain one point of honour. You have improved your swordfighting skill.
For the record, Prestige can also be earned the same way. -- Murakama 11:11, 31 December 2006 (CET)
Honour and Prestige can also be earned outside your own realm. --Shina 21:04, 23 October 2007 (CET)
Becoming a Noble
Do you retain your Adventurer class when you become a Noble? Or does your 'Adventurer' become your 4th(5th) full character? - Quattro 10:08, 29 December 2006 (CET)
Hours greater than 16 spent on sleep
Every time I would get hours in excess of 16 it seems that I lose some silver, so these hours must not be spent on resting as outlined on this page, but some more costly manner of sleeping. This is getting really annoying. As someone who usually only logs on once a day, I cannot accumulate any silver. -- Tj 22:58, 3 January 2007 (CET)
- Are you sure you are losing silver every hour? That doesn't sound right. Remember that as an adventurer you have to pay 1 silver per turn change for food. (Which would be two silver a day.) You never get any messages about it, it just goes away. --Indirik 23:44, 3 January 2007 (CET)
I went to an academy, it seems that you cannot pay them to train your adventuring skill, only sword fighting and jousting. My quetsion is: How do we know what our adventuring skill is?--Sageco 12:58, 18 January 2007 (CET)
- You don't. And, honestly, I like it that way. --Indirik 14:05, 18 January 2007 (CET)
One can take a guess though, it seems that it advances at roughly the same rate as swordfighting if all you do is hunt. Therefore, use the swordfighting trainer to get a rough idea.--Sageco 14:25, 18 January 2007 (CET)
- Be careful, though. It is possible that Adventuring skill is like Bureaucratic skill: You may not always get a notice when it goes up. It is entirely possible that gathering could raise adventuring skill, but not give notice of increases. --Indirik 16:43, 18 January 2007 (CET)
- Confirmed. I just created a new adventurer. I gathered for 8 hours and traveled through several regions. The very first attempt I made at hunting had the 'skip directly to group 2' message. Just to be clear at that time, I not yet received any messages about skilling up. --Ordyn 07:07, 29 May 2007 (CEST)
The tolls asked by the roadwardens are not purely random. There is some randomness involved, but it is not just luck. --Tom 23:04, 18 January 2007 (CET)
Adventurer Zal Habap works for the Plergoth Press and occasionally writes an article about adventurers. Would it be appropriate to list that in the See Also section of this article or would that be simple pandering? --Habap 18:06, 28 February 2007 (CET)
- This is pretty much a manual page, and probably should not be linked to newspapers. --Indirik 20:22, 28 February 2007 (CET)
Is it possible for you to send money back to you family as an adventurer? I ask as my adventurer has now got around 60 gold and I'm wondering what to do with all this cash that's just accumulating. --Schotty 15:54, 8 October 2007 (AEST)
Now, i recently did a scouting of a region and was able to see the CS of all units in it, though they were all militia. Im wondering, is the adventurer's scouting ability affected by their adventuring skill?--Sageco 11:24, 8 March 2007 (CET)
- It's been changing almost on a daily basis for the last week as Tom implements scouting changes on the testing islands. --Indirik 16:42, 8 March 2007 (CET)
- Meet a Wizards... - rumours have it that one of the old spellcasters is around here, somewhere.
Rumours and your adventuring experience have led you to a wizard, one of the reminders of ancient times, when magic was strong. He is one of the few remaining mortals capable of shaping magic and casting spells. Most importantly for you, however, he can bind his spells into magic scrolls, which even those unfamiliar with magic can use.
He can write the following scroll(s) for you, in exchange for some items that he needs for his studies:
* Scroll of Accident
And here are the items he asks for in exchange (regardless of which scroll he writes):
* 1x Lump of Wax * 1x Empty Keg * 2x Bronze Bracelet
The wizard takes your items, and writes down the scroll.
You now own a Scroll of Magic Steeds. (This ritual will grant an infantry unit magical horses for a single battle, turning them into cavalry. Since the magic horses require no training to ride and are quite battle-trained, this magically-created cavalry is very deadly.) (I did this twice, so i should have 2 scrolls?)
I can't see the scrolls in my inventory :( --Crazylozda 18:08, 3 November 2007 (CET)
Does anyone know if there is a certain point in swordfighting skill where the character stops losing battles, or becomes unkillable? I thought I might have reached that threshold as I hadn't lost a fight in a pretty good amount of time (about a week would be my guess). But then I lost one today, (not wounded though). My swordfighting is 60% (it's a little over that, but my gear is only at 60%).
- There is a point at which you stop losing most combats (i.e. on average you will be able to keep fighting until you are simply too tired, and not only you meet a group too large). However there is always some risk. I don't think you can ever be unkillable. vonGenf (talk) 10:12, 19 October 2012 (CEST)