Adventurer Game

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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 normally deal in gold as the nobles do. They usually deal in silver, the lower valued 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.

Guilds and Religions

  • Adventurers can join guilds (and religious orders).
  • Adventurers must pay at least a 5 gold joining fee, even if the joining fee for nobles is lower.
  • Adventurers can never become senior members of a guild or religion.
  • Because adventurers do not have scribes and messengers at their disposal, it costs them 1 silver per message to use the guild messaging options.

Resting

For an extensive list of fatigue regained for different times spent resting, refer to Adventurer Theories.

  • You can't rest for less than three hours.
  • Resting using the "rest" option removes one point of fatigue per hour. Hours gained in excess of 16 are used resting this way.
  • Resting using the "sleep on your bedroll" option removes ~1.5 points of fatigue per hour. Requires a bedroll in inventory.
  • Resting using the "sleep on the floor" option removes ~1.5 points of fatigue per hour.
  • Resting using the "tent" option removes ~2 fatigue per hour. Requires a tent in your inventory.
  • Resting in a primitive hut (most non-city regions) removes ~2 points of fatigue per hour (or 3*hours - 3), and costs 1 silver.
  • Resting in a common room removes ~3 fatigue per hour, and costs 2 silver.
  • Resting in a private room removes ~4 fatigue per hour, and costs 5 silver.
  • Resting using the "bath and massage" option removes ~5 fatigue per hour, and costs 10 silver, but cannot be used more then 3 hours at a time.

Travel

  • You sometimes have to pay "taxes" and "road tolls" when traveling between regions. 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, and gain fatigue.

Hunting

  • You can cooperate with other adventurers. Since hunting requires more time for larger groups, and it takes hours and fatigue, you will have to if you want to fight the large groups.
  • Hunting can sometimes give you some kind of loot.(i.e. silver, and sometimes gold and common items)
  • 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 must have at least 2 hours to start hunting. For higher level groups, you will need to have at least one hour per group level. (i.e. Hunting Group 6 requires having at least 6 hours in your time pool.) The "battle" usually lasts 2-3 hours.

Gathering

  • You can gather common items in all regions, though what you find depends partially on the region.
  • These 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: Wootz for 6 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 or peasants can prevent you from finding anything.
  • 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 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 traveling between regions you may have to pay a toll in silver. If you don't have the required coins you will be turned back and end up back where you started. You will lose a few hours and gain a few fatigue.
  • Tolls can be charged between two regions that are both part of the same realm. (i.e. they are not just collected when traveling between two realms.)
  • At times, the option to travel by boat or carriage will appear. It is quicker, but will cost you a few silver.

Generic Actions

  • Everything you do that uses hours, aside from resting, will add some fatigue.
  • Even though you may need to have a certain number of hours in your time pool to perform an action, you may not use all those hours when performing that action.

Items

  • A Sage can help you repair or construct a unique item from common items. Sages are hard to find, though, and not all sages will offer to create a unique item for you. All sages apparently offer to repair unique items.
  • 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. There is also some variability in selling prices from turn to turn, even within a region.

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.
  • Hashes expire when certain actions occur to alter the status of monsters in the area, such as other adventurers hunting. (Or scouting?) Hashes do not expire at turn change or after any set amount of time. It is event based and not time based.

Fatigue

  • Fatigue inhibits an adventurer's ability to find items when gathering.
  • Longer rest periods give you more rest per hour rested.
  • The maximum fatigue you can regain from sleeping on the floor is 10.
  • There is some variability in resting. The same amount of hours rested will not always produce the same reduction on fatigue.

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 or monsters. After all, that's one way to increase both skills.
    • Presumably:
      • Adventuring- affects chance to find a group.
      • Swordfighting- affects chance to defeat the group.
  • 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!)
  • The adventuring skill cannot be trained at the academy.

Scouting

  • Scouting did NOT give me combat strengths of units in a region. It did not add any fatigue.
  • Adventurers do not get scribe notes when scouting. This means they cannot easily share the information they get from scouting.
  • Could this change at higher skill levels? If not, then it seems that the adventurer's scouting ability is rather useless. It gives less information than just looking at the region by clicking the region name at the bottom of the screen.

Safety

  • Adventurers are commoners, thus have no rights. Some nobles (infiltrators) might attack you for fun. Adventurers will fight back against the attacker, and can even capture the attacker. This will result in the infiltrator being sent to your realm's prisons.

See Also