Difference between revisions of "Adventurer Game"

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===Guilds and Religions===
 
===Guilds and Religions===
 
*Adventurers are allowed to join guilds and religions. They are subject to the same entrance and advancement fees as nobles, so many guild and/or religious ranks may be well beyond their reach.
 
*Adventurers are allowed to join guilds and religions. They are subject to the same entrance and advancement fees as nobles, so many guild and/or religious ranks may be well beyond their reach.
 +
* it costs them 1 silver per message sent.
  
 
=== Scouting ===
 
=== Scouting ===

Revision as of 16:33, 24 December 2006

This page is for player contributions to the new Adventurer feature. There is also a seperate Adventurer Hints page with "strategy hints" on how to play an adventurer character.


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.


Activities and Features

Fairly Certain Facts

  • 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.
  • New: You need 3 or more Recommendations before you can become a knight.


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 your bedroll" option removes about 1.5 points of fatigue for each hour. Requires bedroll in inventory.
  • Resting using the "sleep on the floor" option removes about 1.5 points of fatigue for each hour.
  • Resting in a primitive hut (most non-city regions) removes about 2 points of fatigue per hour (or 3*hours - 3), and costs 1 silver.
  • Resting in a common room removes about 3 fatigue for each hour, and costs 2 silver.
  • Resting in a private room removes about 4 fatigue for each hour rested, and costs 5 silver.
  • You can't sleep for less than three hours.
  • Resting using the "bath and massage" option removes about 5 fatigue per hour, and costs 10 silver, but cannot be used more then 3 hours.

Travel

  • You sometimes have to pay "taxes" and "road tolls". The amount you need to pay is random.
  • If you encounter a toll and don't have the silver to pay it, you will be returned to your starting point and lose several hours of time.

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, and sometimes gold)
  • Large monster or undead groups can sometimes yield a unique item.
  • Being defeated gives you a lot of fatigue
  • The hashes you get when you find a group of monsters or undead can be used to forward to other players or to team up on a group. The hashes are type specific as well - a hash for a group of monsters will not work in an undead hunt.
  • You can start hunting when you have 4 hours at least. I needed 5 hours to start hunting for the group 5. The "battle" usually lasts 2-3 hours.

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 (current record sale: a quartz for 2 gold and 4 silver). The price offered for items is variable, as is the possibility to sell (e.g. no buyer here today)
  • Sometimes the militia can stop you finding anything if you gather.
  • Having a fatigue of 9 (may be less) or more can sometimes come with a message saying that you are too fatigued to concentrate.

Skills

  • Adventurers have Swordfighting and Adventuring skills. Swordfighting is presumably the same skill available to other classes. What adventuring does is not yet known (but see speculations). Both skills can be improved when hunting Undead or Monsters.

Sages

  • Only the adventurer can locate a Sage. Sages can repair Unique Items, and possibly even create new unique items.

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.
  • Location hashes expire after an hour.
  • Wrong: Hashes expire but definately not after one hour. Maybe at the turn change?

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.
    • Incorrect-- Traveled with 46 fatigue into a city and wasn't stopped for a toll.
  • Longer rest periods give you more rest per hour rested.
  • The maximum fatigue you can regain from sleeping on the floor is 10.

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!)

Guilds and Religions

  • Adventurers are allowed to join guilds and religions. They are subject to the same entrance and advancement fees as nobles, so many guild and/or religious ranks may be well beyond their reach.
  • it costs them 1 silver per message sent.

Scouting

  • Scouting did NOT give me combat strengths of units in a region. It did not add any fatigue.

Safety

  • Since Adventurers are commoner, thus have no right , beware some nobles (infiltrators) might attack you for fun.

See Also