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travel [2020/09/21 02:21] petalmoon Added lines to the character crossing section regarding roads and auto hibernation. |
travel [2024/09/20 01:27] (current) poldora out of date |
</div> | </div> |
<h1 id="firstHeading" class="firstHeading" lang="en">Travel</h1> | <h1 id="firstHeading" class="firstHeading" lang="en">Travel</h1> |
| <center><p style="border:3px; border-style:solid; border-color:#FF0000; padding: 1em;"><b>This info might be out of date.</b><br> Please proceed with caution while we work on getting it updated. <br>September 2024</p></center> |
</div> | </div> |
<div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><div id="toc" class="toc"><div class="toctitle"><h2>Contents</h2></div> | <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><div id="toc" class="toc"><div class="toctitle"><h2>Contents</h2></div> |
</tr> | </tr> |
</tbody></table> | </tbody></table> |
| |
| <h3>Vehicle Speeds by Animal Power</h3> |
| |
| <table style="width:100%;margin-right: auto;margin-left: auto;border-bottom-right-radius: 8px;border-bottom-left-radius: 8px;border-top-right-radius: 8px;border-top-left-radius: 8px;font-size: 16px;font-weight: normal;margin-bottom: 1em;background: #fcfcfc;border-style: solid;border-width: 1px;border-color: #333333;"> |
| <tbody><tr> |
| <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Vehicle Type |
| </th> |
| <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Animal Power 1 |
| </th> |
| <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Animal Power 2 |
| </th> |
| <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Animal Power 3 |
| </th> |
| <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Animal Power 4 |
| </th> |
| <th style="padding: 0.2em 0.4em 0px;background: #286090;border-color: #286090;color: #ffffff;">Animal Power 5 |
| </th> |
| </tr> |
| |
| <tr> |
| <td style="padding: 0.2em 0.4em 0px;">No Vehicle Attached |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">17 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">14 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">11 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">8 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">5 |
| </td> |
| </tr> |
| |
| <tr> |
| <td style="padding: 0.2em 0.4em 0px;">Chariot |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">19 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">16 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">13 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">10 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">7 |
| </td> |
| </tr> |
| |
| <tr> |
| <td style="padding: 0.2em 0.4em 0px;">Buggy |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">19 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">16 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">13 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">10 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">7 |
| </td> |
| </tr> |
| |
| <tr> |
| <td style="padding: 0.2em 0.4em 0px;">Chaise |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">21 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">18 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">15 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">12 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">9 |
| </td> |
| </tr> |
| |
| |
| <tr> |
| <td style="padding: 0.2em 0.4em 0px;">Cart |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">22 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">19 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">16 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">13 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">10 |
| </td> |
| </tr> |
| |
| <tr> |
| <td style="padding: 0.2em 0.4em 0px;">Wagon |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">24 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">21 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">18 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">15 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">12 |
| </td> |
| </tr> |
| |
| <tr> |
| <td style="padding: 0.2em 0.4em 0px;">Carriage |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">20 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">17 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">14 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">11 |
| </td> |
| <td style="padding: 0.2em 0.4em 0px;">8 |
| </td> |
| </tr> |
| </tbody></table> |
| |
| Walking without a mount/vehicle is 20 hours per road and decreases by 1 hour per dexterity level to a maximum speed of 16 hours. |
| |
<h2><span class="mw-headline" id="Character_Crossing">Character Crossing</span></h2> | <h2><span class="mw-headline" id="Character_Crossing">Character Crossing</span></h2> |
<p>Character crossing is when one of your characters ends up on the same map tile (the land you arrive to after travel on a road) as another of your characters. Character crossing is generally frowned upon because it potentially presents conflicts of interest and advantages if a player has two characters in the same area, but sometimes it is unavoidable based on IC situations of travel or not having control over where a group is going. The game will automatically detect when this occurs, and will place whichever character was already on the tile at the time of arrival into a 3 day long hibernation. Please note <b>placing a character in a building or vehicle will not avoid automatic hibernation from a character crossing</b> because a tile encompasses the land and everything on it including rooms and vehicles, as well as roads leading out of the tile. <b>The game does not consider a character being on a different tile until it has successfully reached the next tile it is traveling to.</b> Because of this, setting a character onto a road will not avoid auto-hibernation. The character will continue to the next tile and hibernate there. If two or more characters come to the same tile at the same time, whichever character is processed first on the road will remain awake while the others are set into hibernation. | <p>Character crossing is when one of your characters ends up on the same map tile (the land you arrive to after travel on a road) as another of your characters. Character crossing is generally frowned upon because it potentially presents conflicts of interest and advantages if a player has two characters in the same area, but sometimes it is unavoidable based on IC situations of travel or not having control over where a group is going. The game will automatically detect when this occurs, and will place whichever character was already on the tile at the time of arrival into a 3 day long hibernation. Please note <b>placing a character in a building or vehicle will not avoid automatic hibernation from a character crossing</b> because a tile encompasses the land and everything on it including rooms and vehicles, as well as roads leading out of the tile. <b>The game does not consider a character being on a different tile until it has successfully reached the next tile it is traveling to.</b> Because of this, setting a character onto a road will not avoid auto-hibernation. The character will continue to the next tile and hibernate there. If two or more characters come to the same tile at the same time, whichever character is processed first on the road will remain awake while the others are set into hibernation. |