Brokenblades ...the never ending adventure through a random world.

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This section will grow with the lessons we learn while playing. Every thing we found the hard way will be included here so check by time to time for new hints.

Crates and chests: In this far lands clans, tribes and armies moves constantly to adapt themselves to the ever changing tactical situation. Goods are carried in crates and chests. Sometime a hasty move was made and some of these may be forgotten behind. In this case the adventurers will surely appreciate the gift. But sometimes the owner of the actual stash will be there. It is mostly senseless to walk right in front of him, open the chest, fill your bag, say hello and continue your way. The process might be interrupted after the fill your pocket step by a couple of swords trusts or spells deflagrations. Be warned, in a land of suffering most individuals care about their possessions and not about others life.

Group movement: We tried lots of possibilities, fighters first, rangers scouting, rogue flanking, all group movement etc ... In most case, especially in the earlier times of the quest while we are all innexperienced and by consequences a bit easy to kill by our foes (low level/hp), the enemies managed often to isolate casters and support classes and kill them in one lucky blow. After some tries we worked out a not so bad strategy. Usually the ranger class go front at running speed a couple of meters say 30 to 50. Scout a bit, while followed by grunts at walking speed. Spell slingers close the march a couple of meters behind fighters. In any case of a contact with a hostile creature the group fall back to its center the grunts where they form the front line. Leaving the warriors in the center while moving makes them able to support the rear or the front depending of the situation. There's plenty of useful movement tactics we found but this one is the one we use the most generally.

Food, water and medical supplies: These resources are completely vital for the group intending a steady progression. Usually we eat and drink a ration each after 2 chapters (zone). Be aware though, some are hungry before others and some others may last 3 even 4 zones before feeling hunger. Be advised thirst comes more often. Keep your empty canteen to refill them at a pure water spot or a well in a town. Food rations can be made by players if they kill eatable creatures. Raw meat can be carved out and cooked on a camp fire. There is one rule with food and drink: there's never enough. Dying of starvation is not the glorious way to end a quest. Don't be afraid to share provisions. In cases of casters or support classes, starvation can bring them down real fast at start. As for medical supplies, this is definitely a group's resources. Share potions and use kits on anyone who seem to bleed generously. Remember here if someone fall in combat, a group penalty of -1% is applied to the total chances of finding the edge of the world. A score under 0% mean that the group is lost. When a group is lost, nasty things can happen.


 
 

     - The gold you
     have been given
     by the auto
     divider should no
     be shared as if
     it was part of
     your profit, if
     you are currently
     trading when you
     receive a share.
     (You follow me?)

     - did a small text
     color change to
     the auto profit
     divider message


     - Loot not
     respawning in
     some places fixed.

     - The isolated
     farm house is no
     more a sure shot.
     It will be now
     harder to
     negotiate the
     access to the
     house.

     - The left
     entrance to the
     raided sector got
     fixed so it’s easier
     to get there.

     - Doors should
     auto close now in
     tsourdah'brah.

     - Etheral filcher
     script should be
     fixed now (that
     annoying yellow
     "too many
     instructions"
     message that
     pops once a
     while)

     - Ferry boat got
     fixed so the
     tokens display
     normally. Should
     move all the
     party at once on
     the other side of
     the river now...

     - Crystal ball now
     gives faith favour
     points if you look
     for your future in
     it. Fate favour
     points are credits
     when you die.
     Mainly if you die
     and you have a
     faith favour point,
     you will lose it
     and this death
     won’t cost you
     any xp... quite
     interesting at
     higher levels.

     - All Beastmen
     corpses should be
     lootable as soon
     as they die. A lil
     glitch that slipped
     thru my revisions
     with time.

     - "A PIECE OF
     BROKENBLADES
     WAS FOUND" hehe
     fixed that...
     thanks kab

     - Duellist should
     not aggro us after
     we leave him. It’s
     a good sportsman
     he does not
     maintain anger
     even if we defeat
     him anymore.

     - Fern scrolls
     disappear when
     used now, be
     careful to when
     you use them.

     -Ring raider,
     seekers, stealers
     should not spawn
     a gazillion of rings
     anymore. Need
     more testing.

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