![]() ![]() Maybe if you leave you will see an warning in the head bar, telling you that "Guarding your camp effectively puts a strain on your guards". The necessary crew for nourishing the passengers can be hired, but don't overdo it here. You can also take some additional passengers with you. Otherwise you better don't do so as all of them give better prices at the next stop. However, slots may also be filled by goods from the generation already. ![]() Having started as trader, you have already 6 slots thanks to you workers and the "Extra Storage" equipment. If no mount is available, you may consider to rest in the Waystation, maybe (but not for sure) there is one offered the next morning. If you start with 107 load units you can extend your capacity from 5 to 6 slots by buying another mount (8 units), one or to slaves slave (2 units each) and hiring 1 or 3 workers (1 unit each). ![]() Now what to do if you don't have the necessary free slots? Sell something and / or see that you get an additional slot. Depending on your background, this can already increase your reputation with a faction to level I, enabling reputation tier I perks. Regardless of which faction you choose, your reward will be 150 supplies, +50 reputation with the faction you helped and 26 Lyrg. The passengers have 12 offensive power, 18 consumption and require 1.20 workforce. Make a deal with the traders from the Dragon Lands: You escort a randomly chosen group from the Ratharnak Alliance or the Scythichnis Covenant. The passengers have 6 offensive power, 8 consumption and consume no workforce. Make a deal with the religious pilgrims: You escort a randomly chosen group from the Church of Ashkul or the Church of Sergorod. The passengers have 20 offensive power, 8 consumption and require 1.20 workforce. Make a deal with the smugglers: You escort the Loaders' Guild. ![]() Make a deal with the agents of a Trading House: You escort a randomly chosen group from the houses Darius, Oquo or Venari. You are to transport several passengers and multiple stacks of cargo. You're left to some (bad) luck at this point as you can't compare the jobs - you have to take one and then get to know the requirements. In the Waystation, you will be pointed to potential tasks, and you should make use of one of them. Other goods that may be picked during character generation are Dried Fruits, Timber, Coffee Beans or Ivory. You are also equipped with some supplies and at least 15 units of luxury wine. You will have one beast of burden, one mount, and a couple of workers (including slaves, unmodified numbers are 4 and 5), fighters (unmodified 7) and scouts (unmodified 2). So, you talk to "the old man" and then move to the Waystation. The Twin Towers don't provide anything useful at this time. You always start between the Twin Towers and Kernak Waystation, and heading for the Waystation is the only reasonable thing to do. To a mercenary Intimidation, Con, Skulker and Strong-Minded does also fit. It allows you to call for perseverance in the evenings - very helpful in my opinion.Īs I can't shake off being a role player, I then add what I feel right for a vagrus: from Professions Navigation, Persuasion and Evaluate, from Attributes Charismatic and Perceptive. At the moment, if you don't know what to choose, I recommend an Imperial Adventurer Explorer - 3 additional points of resourcefulness costs a lot of insight otherwise.Īccording to the perks, there is one that I always choose from Leadership: Encourage. I assume that it will be revised thoroughly. ![]()
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