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AG Player's Guide

Getting Started

Welcome to Adventurers Guild, a play-by-e-mail/web game which allows you to be an adventurer in a medieval-style fantasy world. Starting as an aspiring youth, you have just been accepted into the Adventurers Guild, where you will be instructed by skilled senior members in the ways of arms and armor. Trainers for other skills will be available as well - from picking locks to casting magical spells. Weekly battles and challenge fights among the guild members provide combat experience. With time and effort your skills will increase, until you feel confident enough to begin your adventuring career. And that will only be the beginning!

At first your main concern will be the combat training aspect of the adventurer's life. Weapon training, combat instruction, battle fights and challenge fights will mold your adventurer into a deadly warrior, or perhaps kill him or her. You'll create your adventurer - from skills and initial weapon training to height, weight, and alignment. Each week of game time will be a game turn, with your adventurer participating in one round-robin style battle with seven other combatants. As the player your challenge is to devise a fighting strategy which will enable your adventurer to win his or her battle group. Once you know a few of the other adventurers, you'll be able to challenge a specific adventurer after the weekly battle fights are over. These challenge fights will offer greater chances for gaining experience and fame, but equally greater chances of death for those not destined for fame and glory.

The guilds are just a small part of an exciting and dangerous world. You are able to venture out of the guild to distant adventure sites, either alone or with a group of adventurers. You'll be responsible for selecting the site and difficulty of the adventure, acquiring equipment, and hopefully surviving to return with valuable treasure and experience. Magical items, ferocious monsters, and devious traps all await you outside the protection of the guild hall.

The rest of this guide is intended to familiarize you with the actual mechanics of the Adventurers Guild game. Adventurer creation will be covered first, followed by an explanation of the combat orders, which are used to determine your adventurer's actions during the combats. Included with this guide are sample Adventurer Creation and Battle Orders for a fictitious adventurer named Lefty. You'll also find charts detailing the weapons and armor available, as well as instructions on magic use, non-combat skills, adventuring, and much, much more.


My name is Killian. I'm the leader of the Antar guild, and would like to acquaint you with the Adventurers Guild over the next several pages of this guide. If ya got any questions, just yell 'em out.








Instructions for Adventurer Creation

New Player Creation Form

Existing players should log into the AG Web Area to create a new character.

If you've played AG before but have forgotten your Player ID#, contact Hugh.

Enter the name of your adventurer
Let's start with your name. What are you called? Nicknames or whatever, but keep it 24 characters or less else I'll shorten it for you. Keep it clean too.

Fill in player info
Next our administrative department will need some information for bookkeeping purposes. If you've been assigned a Player ID Number from Entertainment Plus before, please put it down.

Select sex and race of adventurer
Skill in battle is important here, not gender. Be sure to stay within the height and starting ability requirements for your race (as detailed on the Adventurer Creation form).

Choose a height
Allright, what's your height? You may range from 48" to 90" (if you're human). The average height of humans is between 60" and 72" (five to six feet). Being taller than average has its advantages (larger selection of weapons which you can use proficiently, striking down at shorter opponents) and its disadvantages (slightly harder to avoid attacks, legs more vulnerable to shorter opponents). Shorter adventurers have the advantages and disadvantages reversed.

Select your weight class
Next decide on your weight class. Your weight is classified in relation to the your height. You can be light, average, or heavy for your height. Those light for their height enjoy a slight advantage when attempting to avoid attacks, but are built a little less sturdy than the average person, and suffer for that when hit. Adventurers on the heavy side (be it fat or muscle) have that much more target area, though they are able to take a little more damage.

Select starting alignment and location
Choose your moral outlook on life, and the city in which you'd like to join the guild. Your actions from this point on will affect your alignment, and you'll be able to travel freely between guilds. More information on each city can be found in the Guild Life section of this guide.

Explanation of development points
All adventurers are born equal. How you trained in your younger days though, that's the important thing. The characteristics of every beginning adventurer are determined by splitting 46 development points among them.

Decide handedness of your adventurer
You may be either right or left handed, or even ambidextrous. If you choose right or left handed, there is no development point cost. Being ambidextrous costs 5 development points, but avoids the penalty for using a weapon in your off-hand. Your choice is permanent. Because of this cost, new players may want to avoid making their first character ambidextrous.

Set your starting characteristic scores
There are four characteristics which affect your performance . For each, a score of 10 is considered equal to the "average" person on the street. These characteristics are described below:


A few notes on setting characteristic scores:
You will be able to raise your scores after gaining experience in combat, even above original maximums.
Original scores must be between 1 and 18, except for non-humans (see the Adventurer Creation form.)
For a sense of scale, some adventurers that started in 1990 now have some characteristics in the 70s.

Decide on weapon training
Time to select a weapon in which you've already trained in as a youngster. Try to match your starting weapon with your characteristics and other traits. Consult the weapons chart. Originally training in two weapons is not allowed. All warriors are already trained in fist fighting at no cost. You may train twice in fist instead of training in another weapon, in which case you start at level two (six skill points) in fist.

Choose action after battle (optional)
After the training battle you can work for some quick gold, or squeeze in some extra practice (the default).

Create messages (optional)
Here's your chance to express yourself within battle. You can have up to five messages which will be said or displayed in the situation of your choice. The Creation form lists basic options.

Instructions for Battle Orders

Once you are ready to begin, the guild leader will divide you and the other adventurers into groups of eight based on your abilities. Eight adventurers of roughly equal power level form a battle group, and will participate in a round-robin battle, fighting once with each adventurer in the group, all in the same turn. To keep power levels reasonably close, non-guild combatants will be added to battle groups as needed. From these many combats a winner of each battle group will be selected, based on number of wins. In the case of a tie, other factors of the battle will determine the ranking within the battle group, with amount of experience gained being the next most important.

To participate in a battle, you must prepare the Battle Orders as described below. The guild will provide you with the weapons and armor you wish to use.

First select the weapon(s) you'll be using, along with the type of armor and helmet you wish to wear. Be warned that using heavy armor and/or weapons will tire a new character out very quickly.

What is left are two areas of options, labeled Primary Strategy and Secondary Strategy. Between the Primary and Secondary Strategy column you'll find three "switch" controllers. By using the switch controllers it is possible to switch your fighting strategy in the middle of a combat based upon either your energy level, health level, or the time remaining in the fight (or any combination of the three). You can fight with only one strategy column if you wish. You'll notice Lefty switches to his second strategy whenever he's pretty tired or hurt.

Before looking at the strategy columns in detail, let's consider the combat system mechanics. Combat in Adventurers Guild is broken down into rounds. At the start of each round all the combatants are awarded action points. Many factors affect how many action points you receive each round, but the main ones at this point are your dexterity, cunning, and encumbrance. The person with the most action points is allowed to do something, with different actions taking different amounts of action points. If that action is an attack the defender is allowed a defense (which costs the defender some action points). After the action is done and the action points subtracted the combatant with the most action points is given the chance to do something. This process goes on until everyone has used all their action points, at which time a new round begins. Note that it is possible for a quick warrior with little or no armor to make a whirlwind of actions until someone else finally has more action points.

When it's your turn to act, you will first consider moving either forward or backward. Normal battle combats begin with the adventurers about six feet apart. This is considered long range . Medium range is anywhere between five and three feet, and short range is three feet or closer. If you move in (close) or back up (retreat) then that action is completed. If, on the other hand, you decide to stay at the current range, you will then have a chance to attack or use a combat skill. Your other choices during this attack opportunity are to rest and let the possible opening pass (and regain some energy), or fake an attack in hopes of tiring your opponent.

To any attack the receiving adventurer will have a chance to attempt a defense. Dodge, parry, retreat, or ignore are the four defensive options. The chance of success for the first three options depends on many factors, including defender's skill, attacker's skill, damage taken so far, and weapon types involved. Depending on the outcome of the attack, the defender may be wounded, dazed, knocked down, or even killed (but not in battle fights). The fight will go on until one of the below occurs:

Each order column is broken down into four main sections. The first is Closing / Retreating . The numbers you write down in the Close / Retreat section tell how you want to position yourself as the fight proceeds. Thus if you are using a long spear it would be a good assumption that you'll do best attacking at long range. With that in mind, you may wish to stay at long range most or all of the time. If you wanted to stay at long range all the time, you would enter 100% on the line next to "if at long range, stay". That would mean zeroes for the other two Close / Retreat options at long range. Charging deserves special notice here. Charging uses up lots of energy, but does move you closer quickly. Divide 100% among the three Close / Retreat options at long range, and do the same for the medium and short ranges.

The next section of the order column controls your Attacking. When it's your turn and you decide to stay at the current range rather than Close / Retreat, you will attack as directed in the appropriate Attack order section for the current range. Keeping to the long spear example, let's suppose you are left handed, and wish to go all out attacking with no thought towards conserving your energy or setting your opponent up with fakes. Writing 100% for "Attack with left hand when," in the long range section would mean you will try to attack whenever possible at long range. The line immediately below the left hand attack percentage is connected, in that it allows you to discriminate between a good and bad attack. An adventurer armed with a short sword considering an attack at long range is going to have no chance of hitting an opponent, regardless of what the opponent tries to do in defense. Thus if that same warrior had entered 5% for "% chance or better to hit" he would decide against attacking and as a result save himself some energy for more meaningful actions by resting. The other two possible attack section options are either faking an attack or resting. A successful fake will fool your opponent, and provoke a reaction. This takes up your opponents energy, and can make a follow-up attack more likely to succeed. Resting is used to gain back some energy - very important for those in heavy armor or wielding heavy weapons.

What you will do upon being attacked is determined by your entries into the Defending section. Again you should divide 100% among the possible choices. Continuing with our long spear example, suppose you decide you wish to retreat most of the time, otherwise you'll parry. Thus you enter 90% at "If opponent attacks, retreat" and 10% at "If opponent attacks, parry w/ left". The rest of the Defending options would then all be set to zero. The ignore option is there for those who wish to stand still and take their chances.

If you a non-human, there may be some skills you start trained with. For a detailed explanation of skills and their use in combat please refer to the Skills section.


Also in the order columns is the Yield option. In the battles you are unable to yield, since there is no chance of death. But in a challenge fight death can occur, so you may wish to yield when you're wounded below a certain point (expressed as a percentage of health), possibly saving your life.

Playing Hints

When it comes to defense, here are three basic ideas:
  1. Wear no armor and hope to dodge, parry, or retreat successfully.
  2. Wear heavy armor and either parry or simply ignore your opponent's attacks.
  3. A compromise somewhere in the middle of the first two. Your strength, stamina, weapon choice, and battle strategy all determine the appropriate armor and helmet selection.

Beware of limiting yourself to one range; the better warriors can hold their own in at least two ranges.

Keep in mind that characteristics below five drastically lower your adventurer's performance.

Look at the sample Battle Orders for Lefty. To avoid being forced to retreat forever by a constantly advancing foe, you'll notice Lefty is willing to stay at medium and short range some of the time. He's even ready to try to punch with his off-hand (his right) when in short range just to keep his opponent wary. The point here is be very careful when deciding to close or retreat at 100%. You may spend your fights forever trying to gain position, which does little for either fighter. Eventually the guild leader will interrupt the fight, and a winner will be decided. Such a decision is based mainly on the activity and aggressiveness of the fighters, so those constantly retreating or standing still in plate mail will be less likely to win a called fight.

Fatigue will begin affecting you in a very small degree when and if your energy level falls below 80%. By the time your energy level reaches 50% of your maximum your performance will begin to suffer more and more. It is stamina and strength which determine your starting energy level, and the fatigue factors of the equipment you use along with the actions you make and damage you take that affect how fast your energy level drops. Should you over-exert yourself by reaching 0% energy level you'll drop to the ground and lose the fight. To help avoid collapsing from exhaustion, use the energy level switch to activate a Secondary Strategy which involves more resting and more discriminate attacking.


Some advice for beginners

Races

The AG world is home to many different races. Each race has its own strengths and weaknesses, and some have unique skills. One way these skills are balanced out is with characterisic mulitpliers, a term which refers to the cost of raising each of the four characteristics.

As discussed a little later in this guide, Experience Points (EPs) are used to raise characteristics. The first time you raise a characteristic, the cost will be the same as the multiplier. The next time you raise that characteristic, the cost will be the multiplier times two, then the multiplier times three, etc. For example, a dwarf must spend six EPs to raise Dexterity the first time, 12 the second time, 18 the third time, etc.

Dwarf
Dwarves feel truly at home only in the mountains and hills. Members of this strong and stocky race are natural miners, and able fighters as well. All dwarves are noted for their thick heads, as well as their resistance to magic. Characteristic multipliers for dwarves are: Str 4, Dex 6, Sta 3, Cun 6.

Elf
Though weak and frail by human standards, the elven adventurer can be a formidable foe after he or she has developed. Elves take to magic quite easy, and all elves come to the guild knowing three of the combat spells already. The three spells are Daze, Vertigo, and Heal. Please note elven adventurers can be difficult to play. Characteristic multipliers for elves are: Str 8, Dex 4, Sta 8, Cun 4.
Suggested Skill Use settings for 1st turn: Daze 9, Vertigo 9, Heal 9

Faery
Faeries recently migrated to this part of the AG world. These small winged creatures are quite agile and have a limited flight ability. Although they take to magic easily, they are very delicate. They start with Blink (and can cast it at short range) and Distraction. A weapon especially suited to faeries is the Faery Sword, which has no encumbrance value. For faeries the Training Amulet and Medallion of Returning also have no encumbrance. Faeries cannot wear armor or helmets. Faeries can also be quite difficult to play. Characteristic multipliers for faeries are: Str 20, Dex 4, Sta 10, Cun 4.
Suggested Skill Use settings for 1st turn: Distraction 9, Blink 99

Feline
Another race relatively new to the Guild, Felines are much like humans in most respects, though they tend to be more agile, but not quite as hardy as their human counterparts. Their fur provides them with a small degree of natural armor. They are also proficient at Biting, and have retractable claws in their hands. Characteristic multipliers for felines are: Str 5, Dex 3, Sta 6, Cun 4.
Suggested Skill Use settings for 1st turn: Bite 9

Gnome
Barely escaping the destruction of their part of the world, the gnomes have settled into Varna recently. They lack the strength and stamina of their dwarven cousins, but make up for it in their ability to use and resist magic. Gnomes are adept at picking locks and avoiding traps. Gnomes are also quite skilled researchers. Characteristic multipliers for gnomes are: Str 7, Dex 4, Sta 8, Cun 3.

Goblin
Few goblins are brave enough to voluntarily leave their bands to mix with the rest of the world. Their height ranges from three to six feet, and their skin is normally brown and leathery. That skin provides protection about equal to leather armor. Goblins are very much like humans in respect to abilities, though they are slightly weaker on the average. Goblins are notorious for their trickery and evil mischief. Tripping and Kicking come natural to goblins. Characteristic multipliers for goblins are: Str 5, Dex 4, Sta 4, Cun 4.
Suggested Skill Use settings for 1st turn: Trip 9, Kick 9

Halfling
Generally a reclusive race, halflings are usually not noticed unless they want to be. The height of a halfling never exceeds four feet, and their bodies are proportioned much like humans. The special abilities which set halflings apart are their tripping combat tactic and their hardy constitution. Against poisons and other adverse conditions a halfling has a considerable advantage over humans. Characteristic multipliers for halflings are: Str 8, Dex 3, Sta 4, Cun 5.
Suggested Skill Use settings for 1st turn: Trip 9

Half-Elf
In appearance these mixed blood adventurers vary greatly. Some look quite similar to full-blooded elves, while others show only the faintest aspects of their elven heritage. All share to a lesser degree the elven weaknesses in strength and stamina, but likewise all half-elves are slightly better than humans at increasing their magical skills after the initial training. Characteristic multipliers for half-elves are: Str 5, Dex 4, Sta 6, Cun 4.

Half-troll
Warriors of this type are very hard to kill, as their wounds heal within minutes rather than days. It takes a lot of damage in a short amount of time to finish a half-troll. Their special ability of regeneration is limited; it cannot bring them back from death. To regenerate, a half-troll must use the rest option in combat. The skin of a half-troll affords minor protection, roughly equal to leather armor. Characteristic multipliers for half-trolls are: Str 5, Dex 8, Sta 4, Cun 8.

Human
As the most common race currently inhabiting the AG world, humans are the base by which other races tend to be measured. Though lacking the special abilities of other races, humans may train in nearly all skills. Characteristic multipliers for humans are: Str 4, Dex 4, Sta 4, Cun 4.

Lizardmen
The lizardmen ( a generic term which applies to females of the race as well ) look much like humans, if you overlook the green scaly skin, a lizard's head, and a thick tail. Lizardmen are about as strong and intelligent as humans on the average, but are lacking a bit when comparing dexterity and stamina. Their scaly skin gives lizardmen natural armor, about equal to padded armor. Lizardmen are able to attack with their tail, often striking their opponents legs and sending the opponent to the ground. Characteristic multipliers for lizardmen are: Str 4, Dex 8, Sta 6, Cun 4.
Suggested Skill Use settings for 1st turn: Tailwhip 9

Minotaur
With the body of a human, and the head of a bull, minotaurs are able to cause some serious damage with the head butt attack. When compared to humans, minotaurs are usually a bit slower and less intelligent. Characteristic multipliers for minotaurs are: Str 5, Dex 8, Sta 4, Cun 6.
Suggested Skill Use settings for 1st turn: Headbutt 9

Ogre
Ogres are feared for their brute strength and berserk rages. Most ogres reach seven feet or more in height, and attain strength and stamina ratings which few humans could match. Quickness of body or mind will never be an ogre's strong suit. Ogres sometimes go into a berserk rage when wounded, a special ability which demands respect. Characteristic multipliers for ogres are: Str 3, Dex 8, Sta 4, Cun 8.

There are other Player Character races available to experienced players. More information on the other races along with many other aspects of the game can be found by having a character read books in the guild library.

Getting your first turn back

Once you've read your battle fights, you will have seen at the end your battle orders used, and your adventurer's statistics (see example below). Your adventurer's statistics sheet shows what your adventurer is like now, and what it will take to make him or her better.

At the bottom of the stats you will find player account information. You'll need to use that AG Activation Code# to set up your access to the AG character database section of the website. All turn orders after the initial creation turn are handled in a protected AG Member area of the website. Register in the Players Guild area of the EPM website, and then you can use the AG Activation Code# in the Players Guild Member Services section.

The newsletter (found in the Guild Halls section of the website) will show how you did in your battle group. This battle ranking is determined by number of wins, with ties being settled by experience points earned, then favor points gained.

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Stats for Lefty - ID # 999 (Player ID # 4)

Experience points: 26, Knowledge points: 7

Characteristic EP Cost To Raise
Strength 12 ( 4 )
Dexterity 13 ( 4 )
Stamina 10 ( 4 )
Cunning 11 ( 4 )

Current Location: Antar guild - Hex 0,0, (hex 100100)

Lefty is a human male, left handed, 73 inches tall, and light weight. His current alignment ratings is: neutral, his current honor rating is: uncertain, his current favor rating is: 25, and popularity is 0.

He has 8 wins in 8 fights for 100.0% with 0 kills, and a PL modifier of 0

Battle fights won this month: 8

Lefty's current power level: 100 (history is 40%) - no adventures yet

Quests: none at moment

Skills:
Common Language*: trained, cost to raise = 30 KP's
* indicates a skill used automatically

Weapon Skills:
#0 - fist: trained, EPs to raise 1 pt: 5
#5 - long spear: Level 1, skill pts: 4, EPs to raise by 1 pt: 10

Dodge/Retreat Bonus: 2 , Damage Point Bonus: 0

Maximum encumbrance possible: 74

Devoutness Rating: indifferent, devoted to no deity, Destiny Points: 3

Gold on person: 32, in treasury: 0, Res. Fund: 0

Qty Item Item ID# Estimated Value
none

Items on person: 0, max. allowed: 25, Items in Guild Locker: 0, max. allowed: 35
Current Adventure Equipment Checklist [item #237]: none
All personal possessions to go to the Adventurers Guild should death occur
Automatic Battle Plan Setting: OFF
Challenge Form Wanted set to: YES
Tithing percent set to 0%, Treasure Check option set to: NO

Your battle messages:
position # 1 , code # 2 : Prepare to suffer defeat, (n)
position # 2 , code # 4 :That will not go unpunished!
position # 3 , code # 3 : How'd that feel?
position # 4 ,code # 6 : Perhaps next time - (g)!
position # 5 , code # 2 : (set defense if)L/100/0/0/0/0/B
Your special messages:
position # 1 no message at present
position # 2 no message at present
position # 3 no message at present
position # 4 no message at present
position # 5 no message at present

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Stat Sheet Terms Explained

The following are explanations of the various terms on your warrior's stat sheet that may not be self explanatory:

Alignment and Honor Rating - Below are the descriptive phrases used to express your adventurer's alignment and honor ratings listed in order. (both lists are from lowest to highest)
 
AlignmentHonor
evil incarnatedespicable
nefariouscontemptible
perniciousshameless
banefulinsidious
wickedrude
evilknavish
neutral/evilroguish
neutraltricky
neutral/gooduncertain
goodfair
consideratecourteous
kindlyjust
righteoushigh-principled
guiltlessrespected
virtuousadmired
exemplarynoble

Your actions can affect your alignment rating. Alignment will take on more meaning when you start venturing out of the guild hall. Depending on which guild you are in, the crowds may favor you or dislike you based somewhat on your alignment.
In combat the judges (and the spectators) do expect adventurers to fight fairly. Therefore using such skills as tripping and throwing dirt are considered "dirty" fighting, not becoming of a noble warrior. It's your body at risk on the battleground though, and if you choose to fight dirty you can go right ahead. After all, there are no rules once you get out of the guild hall. A tendency for dirty tricks can also negatively affect your honor rating. Certain combat spells are also considered dishonorable.

Favor - Favor is a measure of how exciting your fighting is to the spectators. When a fight is called favor can be the determining factor.

PL modifier - Battle wins and losses add to power level (PL). The PL modifier is a reflection of success adventuring in order to keep some PL balance with the many characters who adventure for much of their careers. (See "Power Level," below).

Power Level - From the moment an adventurer enters the guild, he or she has a power level. This is a measure of the adventurer's combined weapon skills, abilities, and experience. Win/loss record, damage point bonuses, kills, ability levels... all these and more are involved in the power level calculation.
An adventurer's power level will probably change with each fight, and with each expenditure of experience or knowledge points. It is possible to go down in power level, though an adventurer would have to be hopelessly unlucky to do so consistently.
It is the ranking by power level that determines how the battle groups are formed. In this way adventurers of roughly equal ability will compete. Power levels also affect the amount of experience points earned by combatants. A highly skilled adventurer will not get as many points for defeating a new adventurer as the new adventurer would if he or she wins.

History % of Power level - Power level has many components. Some of those components are stats and skills. Wins, losses, and adventures (PL modifier) make up the "history %" portion.

Quests - Each character has three quest slots available for undertaking, asking for, or being given within the game. See "Quests" in the Guild Life section of this guide for more information on quests.

Skills - Once trained in a skill your character's level in that skill, as well as the experience point or knowledge point cost to raise the skill to the next level, appears in this portion of the stat sheet.

Weapon Skill Levels - Once trained in the proper use of a weapon, your adventurer will be able to gain skill with that particular weapon. By using the weapon successfully in combat, or by spending experience points you gain weapon skill points. These skill points determine what skill level you have attained with that weapon.


For every five skill points in a weapon, an adventurer is considered to be a skill level higher. Thus if you've accumulated two skill points in the short sword, you have skill level one with the short sword. Once you've gained six short sword skill points, you'll be skill level two.

Dodge / Retreat Bonus - Just as an adventurer can become skilled in the use of various weapons, it is possible to gain mastery of dodging and retreating.

Damage Point Bonus - This is a measure of your adventurer's increased ability to take damage before being incapacitated.

Destiny Points - An added characteristic of each adventurer is destiny points. At creation an adventurer starts with zero, but can earn destiny points in various ways. One very important use for destiny points is the automatic return from death (after all other means of recovery fail), but for this to happen you need to have quite a few destiny points stored up. Undertaking certain quests also uses destiny points. Other uses may become known in the future.

Treasury - Within the guild hall is a magically protected room, which all adventurers are able to use to hold surplus gold. Your gold is absolutely safe in the treasury, and will be withdrawn as needed to make purchases.

Health and Energy Status Percentages

During your battle fights, you saw descriptions of how hurt and how tired both you, and your opponent, were. The following are the percentage ranges for combat health and energy status descriptions:

Health Status

not wounded
<100% hardly hurt
<86% suffering from minor wounds
<71% hurting badly
<51% severely wounded
<31% in great pain / critical condition
<16% in excruciating pain / almost incapacitated

Energy Status

full of energy
<93% barely tired
<73% slightly tired
<50% really tired
<30% gasping for breath
<10% dead on feet

Using your experience and knowledge points (EP and KP)

To improve your adventurer in one or more characteristics, use the Adventurer Improvement form. IMPORTANT: You may not raise a single characteristic or skill more than once per turn. Thus if you see Strength: 10, cost to raise: 4, you can spend four experience points to raise your strength to 11. You can then spend remaining experience points to raise other characteristics or skills, but you cannot raise strength again until next turn.
You are also able to spend experience points towards training in or raising your level in any of the skills available to adventurers. Most of the skills are detailed in the Skills section of the Player's Guide.

Characteristic raises are variable, depending on the race of your adventurer as well as any previous raises in that characteristic. For humans the cost is four the first time, then eight, then twelve, and so on. Cost to raise multipliers are detailed in under the race descriptions.
The other use of experience and knowledge points is training with weapons. All the weapons in the weapon chart are available, and it costs four experience points to become trained in a weapon you currently have no skill with. It is NOT necessary to train with a weapon for one hand, and then train again for the other hand.

After the initial training in a weapon, you are able to improve your skill with the weapon at a cost which rises as your skill rises. Looking back at Lefty's stats, you'll see that he could spend 10 of his experience points to gain one skill point with the long spear. Any experience and knowledge points not used will be accumulated, ready to be used next turn.

Filling out the Adventurer Improvement Form

First thing to set is the proper base guild, and the turn number.

Looking back at Lefty's stat sheet, you'll see that he has 26 EP and 7 KP to spend on improvements. Since Lefty has the EP to spend, he can raise all four of his characteristics this turn. To have him do so, we simply check the box on the form next to each characteristic.

He has enough EP left over to train in a second weapon, in this case a buckler. So, we look up the buckler code # with the link on the form, then enter "26" on the form.

Lefty also has already accumulated enough KP to train in the Combat Sense skill. To have him train in the Combat Sense skill, enter "37" in the Skill training field.

Next, if we want to make sure Lefty doesn't miss a turn if his orders don't make it in on time, we can set his Automatic Battle Plan (ABP) to on, and choose an after battles option. See the Rates & Policies section at the beginning of this guild for an explanation of how ABP works.

If Lefty has a friend, he can will his possessions to that friend by writing in the ID# of that character on the "will my possessions... to" line. The default beneficiary is the guild.

There are many Extra Actions for Lefty to choose from, many of which are described in the Guild Life section of this guide. Others Lefty can discover within the game. This turn, though, Lefty is going to be content with asking for a quest. A character may use up to six Extra Actions each turn.

Travelling to another guild and resurrection funds are explained in the Guild Life section of this guide.

Now it's time to choose a challenge option for Lefty. On his first turn, he chose to be in the Challenge Pool. This turn, he's going to do it again. Here are brief descriptions of each of the challenge options:
 

Challenge Pool - If somehow a challenge fight cannot occur as planned (e.g. the one you challenged doesn't accept) or if you simply don't want to go to the trouble of setting up a challenge fight then you may enter the Challenge Pool. All those adventurers in the Challenge Pool are paired off with a foe at least somewhat close in PL for a challenge fight using their battle orders.
Study - By putting some time and energy into studying, a character will gain some Knowledge Points and maybe some Experience Points.
Work - Looking for some quick gold? Choosing work will get a character a job in town, sometimes well paying; sometimes not.
Perform Devotions - By performing devotions to his or her deity, a character can increase devotion level.
Gain Converts - Successfully gaining converts to his or her deity will not only mean an increase in devotion level, it might even make the character's deity more popular in the city.
Guard - Since worshippers of rival deities may attempt to raid the temple of a character's deity, characters that risk death by guarding the temple are rewarded with an increase in devotion level.
The last items on the Improvement Form are Lefty's Special Actions. Commonly known Special Actions are described in the Guild Life section of this guide. A character may only use up to two Special Actions per turn. This turn, we'll have Lefty Meditate (to gain KP) and Exercise (to gain EP).


Important note: As a general rule, the order in which actions appear on the Improvement Form is the same as they are processed (except for travelling, which happens before any of your orders are processed). For example, characteristic raises occur before skill trains. Also, donations to a temple occur before Special Actions - you can't devote to a deity and make donations to that deity the same turn.


Making Changes to Battle Orders

To change (or just check) combat orders, Use the "Player and Character Info" link on your AG web area page. Then click on the character name to access that particular character.

Other things to do on your second and ensuing turns

Message Board Submissions
Feel like taunting some one you beat up on your first turn? Or maybe you'd like to start rounding up possible future adventuring companions. The place to do either - and much more - is on the Message Board.
Visit the AG Message Board to join the AG mailing list and message board.

GM notes
If you've got questions, comments, or any other concerns about the game, the best way to tell us is through an emailed GM note. Please be sure to send GM notes with the subject "GM Note". We do our best to respond to GM notes the same turn that they are received.

Equipment

The Adventurers Guild has quite a collection of weapons and armor for you to use within the facilities. These are provided at no charge, and all such equipment is kept in adequate condition. Thus it is possible for you to wear any armor and helmet type for your combats in the guild. The same holds true for weapons. A cardinal rule of the guild is this: Adventurers may only use guild-provided weapons and armor within the guild. The purpose of the guild is to train adventurers, not showcase superior or magical weapons and armor.

The guild equipment cannot be taken from the premises. It is your responsibility to attain weapons and armor of your own for use outside the guild. This includes equipment for field, patrol, and raid temple challenges. There are many weaponsmiths and armorers outside of the guild hall who will sell you their wares.
These reference charts list the equipment available to guild members.

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