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Author Topic: An FAQ and Start up guide for Adventurers  (Read 18359 times)

Vester

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Re: An FAQ and Start up guide for Adventurers
« Reply #90 on: August 21, 2009, 08:28:12 pm »

Here's a tip for ya, about getting party members.

Create a whole bunch of adventurers, then retire them all in the same town.

Then create a new one, recruit them all, and zerg rush the nearest megabeast.
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"Land of song," said the warrior bard, "though all the world betray thee - one sword at least thy rights shall guard; one faithful harp shall praise thee."

durt101

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Re: An FAQ and Start up guide for Adventurers
« Reply #91 on: August 22, 2009, 12:43:37 am »

Thanks :P
Oh, after I've dropped/released a weapon for whatever reason, how do I equip it again? Do i just (g)et it, and it's equipped?
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Vester

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Re: An FAQ and Start up guide for Adventurers
« Reply #92 on: August 22, 2009, 02:54:16 am »

It should be in the hand you used to pick it up, unless something's already equipped. To equip something, you take it out of your backpack with a hand free.
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"Land of song," said the warrior bard, "though all the world betray thee - one sword at least thy rights shall guard; one faithful harp shall praise thee."

guyinthecrowd

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Re: An FAQ and Start up guide for Adventurers
« Reply #93 on: August 22, 2009, 03:11:17 am »

I got lucky and got killing a wolf for my first quest, then it was to kill an elven druid, and after that I was able to get an axeman to follow me, then I went to kill a cyclops, but he killed me with my shield Q_Q. How might I be able to do better than that?
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TheBronzePickle

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Re: An FAQ and Start up guide for Adventurers
« Reply #94 on: August 22, 2009, 07:56:53 am »

Should have trained.
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piecewise

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Re: An FAQ and Start up guide for Adventurers
« Reply #95 on: August 22, 2009, 10:20:24 am »

I got lucky and got killing a wolf for my first quest, then it was to kill an elven druid, and after that I was able to get an axeman to follow me, then I went to kill a cyclops, but he killed me with my shield Q_Q. How might I be able to do better than that?

Train up strength and wrestling. Strength should help you do more damage while wrestling will help you dodge. For a cyclops it might also be worth while to train throw and keep hucking arrows at him. One might get lucky and blind the bastard.

TheBronzePickle

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Re: An FAQ and Start up guide for Adventurers
« Reply #96 on: August 22, 2009, 11:19:36 am »

And if all else fails, hack.
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durt101

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Re: An FAQ and Start up guide for Adventurers
« Reply #97 on: August 22, 2009, 11:57:26 am »

Hey, as an archer, how do I get more ammo? I haven't played as one, but I just wanna be sure - does traveling refill ammo? Do you have to buy more?
If you do have to buy more, what's an easy way as an archer to get more money/goods to trade with?
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piecewise

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Re: An FAQ and Start up guide for Adventurers
« Reply #98 on: August 23, 2009, 10:22:01 pm »

Hey, as an archer, how do I get more ammo? I haven't played as one, but I just wanna be sure - does traveling refill ammo? Do you have to buy more?
If you do have to buy more, what's an easy way as an archer to get more money/goods to trade with?

Kill archers, steal arrows.

Or uhhhh Well I dunno. I never trade, I just murder.

guyinthecrowd

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Re: An FAQ and Start up guide for Adventurers
« Reply #99 on: August 24, 2009, 03:11:45 pm »

People keep on recommending to get your skills up super high before quests, but how can I do that, i rarely find wild animals.
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piecewise

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Re: An FAQ and Start up guide for Adventurers
« Reply #100 on: August 25, 2009, 10:26:31 pm »

People keep on recommending to get your skills up super high before quests, but how can I do that, i rarely find wild animals.

Try fast traveling in the purple evil areas, or areas with a high savageness rating. Should make more animals spawn.

RevolutionaryDorf

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Re: An FAQ and Start up guide for Adventurers
« Reply #101 on: August 26, 2009, 10:37:20 am »

Every city is "untroubled", and there aren't anymore megabeasts or wars to help in. When genning a world, is there a technique for making it more interesting for adventure mode?
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Funk

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Re: An FAQ and Start up guide for Adventurers
« Reply #102 on: August 26, 2009, 03:52:55 pm »

make wars by joining up as one civ then go kill some of a diffen civ (gets some back up) swap sides using a new Adventurer
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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piecewise

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Re: An FAQ and Start up guide for Adventurers
« Reply #103 on: August 27, 2009, 04:57:10 am »

Every city is "untroubled", and there aren't anymore megabeasts or wars to help in. When genning a world, is there a technique for making it more interesting for adventure mode?
stop the gen in the first 100 years

Hummingbird

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Re: An FAQ and Start up guide for Adventurers
« Reply #104 on: August 29, 2009, 11:57:10 am »

Is there any impairment to accuracy or anything else for losing just one eye?  Or does my adventurer get to be extra badass without any penalty? 
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