Difference between revisions of "Adventurer Game"

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===Adventurer skill===
 
===Adventurer skill===
 
* After hunting and fighting some monsters, I was told that I had improved my adventurer skill.  What could this relate to?
 
* After hunting and fighting some monsters, I was told that I had improved my adventurer skill.  What could this relate to?
 +
* It seems likely that this, possibly combined with swordfighting, influences your chances against undead.  After all, that's one way to increase both skills.
 +
* This skill might also affect other random chances, like finding good loot or items and paying road tolls.
  
 
===Training===
 
===Training===

Revision as of 20:22, 17 December 2006

This page is for player contributions to the new Adventurer feature.

Feel free to re-sort it, clean it up, improve it or add your own comments. Try not to put stuff under "fairly certain" unless it has been confirmed by at least one other player.


Fairly Certain Facts

Silver

Adventurers being common men don't deal in gold as the nobles do. They deal in silver, the lower currency. The exchange rate is 12 silver coins equal one gold coin.


Resting

  • Resting using the "rest" option removes a point of fatigue for each hour. Hours gained in excess of 16 are used resting this way.
  • Resting using the "sleep on the floor" opion removes about 1.5 points of fatigue for each hour.
  • Resting in a common room (paying 2 silver a pop) removes about 3 fatigue for each hour.
  • Resting in a private room (at 5 silver) removes about 4 fatigue for each hour rested.
  • You can't sleep for less than three hours.

Travel

  • You sometimes have to pay "taxes" and "road tolls".

Hunting

  • You can cooperate with other adventurers. Since hunting requires more time for later groups, and it takes hours and fatigue, you will have to if you want to fight the large groups.
  • Hunting can, at least sometimes, give you some kind of loot.(i.e. silver)
  • Large monster or undead groups can sometimes yield a unique item.

Gathering

  • You can gather "common items" in all regions, thought what you find depends partially on the region. Those common items can be sold to the local population, usually for a few silver coins, though some valuable items sell for a gold or even more.


Speculations

Travel

  • When crossing realm borders you will have to pay some silver to be allowed to do so, or you will be turned back and lose hours, therefore gaining fatigue.

Generic Actions

  • Everything you do that uses hours, aside from resting, will add at least one point of fatigue for each hour used.

Items

  • A sage can help you repair or construct a unique item from raw materials. Sages are hard to find, though.
  • The selling value of certain types of items is variable according to the region type - e.g. gems may be more valuable in cities than in mountain regions

Hunting

  • Larger groups have more valuables?
  • Longer hunts yield larger groups - e.g. group 2 is larger (and harder) than group 1, group 3 is harder than group 2, etc.
  • Being defeated gives you a *lot* of fatigue

Fatigue

  • Fatigue inhibits an adventurers ability to look for items in a region.
  • 36 Fatigue or more will grant a 100% chance to be stopped by a toll demand when attempting to travel.
  • Longer rest periods give you more rest per hour rested.

Adventurer skill

  • After hunting and fighting some monsters, I was told that I had improved my adventurer skill. What could this relate to?
  • It seems likely that this, possibly combined with swordfighting, influences your chances against undead. After all, that's one way to increase both skills.
  • This skill might also affect other random chances, like finding good loot or items and paying road tolls.

Training

  • Adventurers can use the academy in a city.
  • The costs for training are the same as for nobles - quite a bit of work for an adventurer! (A six hour training session with the expert tutor would be the equivalent of 288 pieces of silver!)

See Also