Difference between revisions of "Leadership challenges"

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'''Leadership challenges''' are allowed under two circumstances:
'''Leadership challenges''' are allowed under two circumstances:


*When a [[:Category:Villages|village]] allies within a city, [[adventurer]] citizens of that city may have the opportunity to lead some of the soldiers of the village against the village's enemies.
*When a [[:Category:Villages|village]] allies with a [[city]], [[adventurer]] citizens of that city may have the opportunity to lead some of the soldiers of the village against the village's enemies.


*When [[Houses]] great Great [[Icons]], members of those houses may lead [[Icon Alchemists]] in attacking other Houses' Great Icons.
*When [[:Category:Houses|Houses]] create Great [[Icons]], members of those Houses may lead [[Icon Alchemists]] in attacking other Houses' Great Icons.


In either case, adventurers must first prove themselves worthy, demonstrating that they have the leadership skills necessary to command these forces by going to one of the sponsors for the challenge. The current sponsors are:
In either case, adventurers must first prove themselves worthy, demonstrating that they have the leadership skills necessary to command these forces by going to one of the sponsors for the challenge. The current sponsors are:
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:[[Ixtahuitl]], Shaman of the [[Khish]]
:[[Ixtahuitl]], Shaman of the [[Khish]]


Next, the adventurer, who must be at full [[health]] and [[mana]], may accept the challenge and be transported to a trio of isolated rooms inhabited by an angry, agressive monster. The strength of the monster depends on the ability of the adventurer. Whether the challenger lives or dies will determine if leadership points are gained or lost.
Next, the adventurer, who must be at full [[health (statistic)|health]] and [[mana (statistic)|mana]], may accept the challenge and be transported to a trio of isolated rooms inhabited by an aggressive monster. The strength of the monster depends on the [[level]] of the adventurer. Whether the challenger lives or dies will determine if leadership points are gained or lost.


* Additional requirements and limitations:
* Additional requirements and limitations:
:1. An adventurer must be at least level 30 to accept a leadership challenge.
:1. An adventurer must be at least level 30 to accept a leadership challenge.
:2. Limits to leadership points:
:2. Limits to leadership points:
::- 160 for [[city]] leaders
::- 160 for city leaders
::- 100 for house leaders and city council members
::- 100 for House leaders and city council members
::-  60 for level 60 or over
::-  60 for level 60 or over
::-  40 for level 30 and over
::-  40 for level 30 and over
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==Using Leadership - Icon Alchemists==
==Using Leadership - Icon Alchemists==
1. In order to use leadership points to gain Icon Alchemists, adventurers must first belong to a House with an [[Icon]] and, if the house is formally aligned with a city, also be a member of that city.
1. In order to use leadership points to gain Icon Alchemists, adventurers must first belong to a House with an [[Icons|Icon]] and, if the house is formally aligned with a city, also be a member of that city.


2. Seven [[Fonts]] may be found across the realms. Each city contains one:
2. Seven [[Font|Fonts]] may be found across the realms. Each city contains one:
:[[Ashtan]] - the [[Well of Chaos]]
:[[Ashtan]] - the [[Well of Chaos]]
:[[Cyrene]] - the [[Icerune Crater]]
:[[Cyrene]] - the [[Icerune Crater]]
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When an adventurer has obtained the appropriate amount of leadership points, he or she must go to the appropriate Font and SUMMON ALCHEMIST. There is both a cost of leadership points to do this and a limited number of Alchemists at any time.
When an adventurer has obtained the appropriate amount of leadership points, he or she must go to the appropriate Font and SUMMON ALCHEMIST. There is both a cost of leadership points to do this and a limited number of Alchemists at any time.


3. At this point, the Alchemist may be taken to any house icon and ordered to attack. The Alchemist will then literally begin working on dissolving the very matter of the Icon, and in this process, some Icon shards will be shaken loose from the Icon. The House to whom the Icon belongs will be notified that this is happening. Alchemists may be left unattended by they are vunerable to death when left unattended.
3. At this point, the Alchemist may be taken to any House icon and ordered to attack. The Alchemist will then literally begin working to dissolve the very matter of the Icon, and in this process, some Icon shards will be shaken loose from the Icon. The House to whom the Icon belongs will be notified that this is happening. Alchemists may be left unattended but are vunerable to death when left unattended.


4. Alchemists are loyal and may be ordered to follow an adventurer, but cannot be ordered to attack other adventurers.
4. Alchemists are loyal and may be ordered to follow an adventurer, but cannot be ordered to attack other adventurers.
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6. Alchemists must be dismissed en masse and the command dismisses them no matter where they are in the lands.
6. Alchemists must be dismissed en masse and the command dismisses them no matter where they are in the lands.


7. Alchemists will return to whence they came 24 Achaean days past the time of summoning.
7. Alchemists will return to whence they came 24 Achaean [[days]] past the time of summoning.


==Using Leadership - Village Soldiers==
==Using Leadership - Village Soldiers==
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2. Once at the Master of Arms, if the appropriate number of leadership points have been obtained, an adventurer may REQUEST SOLDIER. There is a cost for taking this action.
2. Once at the Master of Arms, if the appropriate number of leadership points have been obtained, an adventurer may REQUEST SOLDIER. There is a cost for taking this action.


3. The maximum number of soldiers that may be alive and under the command of an adventurer command is the leadership point maximum/20.
3. The maximum number of soldiers that may be alive and under the command of an adventurer command is the leadership point maximum divided by 20.


4. Soldiers start off as recruits. It is possible to train them up three more levels, to:
4. Soldiers start off as recruits. It is possible to train them up three more levels, to:
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:3. Master
:3. Master


5. In order to train soldiers, they must be following the adventurer who must gain experience by slaying [[Denizens]]. Every time the level of the soldiers is raised, their maximum health and their attack strength increases by twenty-five percent. So, a Master soldier is approximately ninety-five percent stronger than a new recruit.
5. In order to train soldiers, they must be following the adventurer who must gain experience by slaying [[denizens]]. Every time the level of the soldiers is raised, their maximum health and their attack strength increases by twenty-five percent. So, a Master soldier is approximately ninety-five percent stronger than a new recruit.
* Tip: Unless a mass assault is planned among several adventurers leading soldiers, it's probably not worth raising the soldier levels unless the adventurer is a reasonable basher. Unlike the leadership challenges, which are geared to the strength of adventurers, raising soldiers in level is a constant regardless of the level of the aventurer. It will be easy for higher level, good bashers and not so easy for low level players.
* Tip: Unless a mass assault is planned among several adventurers leading soldiers, it's probably not worth raising the soldier levels unless the adventurer is a reasonable basher. Unlike the leadership challenges, which are geared to the strength of adventurers, raising soldiers in level is a constant regardless of the level of the aventurer. It will be easy for higher level, good bashers and not so easy for low level adventurers.


6. If the soldiers are lost, the adventurer will need to just stand in the room with them for a few seconds and they will begin following again.
6. If the soldiers are lost, the adventurer will need to just stand in the room with them for a few seconds and they will begin following again.


7. In order to attack with the soldiers, the must be lead them to their denizen enemies and they will attack automatically. Keep in mind that they will follow no orders from adventurers. They will only follow them. Soldiers may be lost for whatever reason with the command LOSE <soldier>.
7. In order to attack with the soldiers, the must be lead them to their denizen enemies and they will attack automatically. Keep in mind that they will follow no orders from adventurers. They will only follow them. Soldiers may be lost for whatever reason with the command LOSE <soldier>.
* Tip: Remember, village soldiers do -not- attack Adventurers.
* Tip: Remember, village soldiers do -not- attack adventurers.
 
8. In order to dismiss your soldiers it must be done en masse, with DISMISS SOLDIERS. This will dismiss them no matter where they are in the land.


8. Like Alchemists, in order to dismiss your soldiers, you must do so en masse with DISMISS SOLDIERS. This will dismiss them no matter where they are in the land.


[[Category:Terms]]
[[Category:Terms]]
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