Each continent holds several cities, wherein the erstwhile conqueror may visit the market to purchase troops, food and other such necessities. To travel betwe en the cities is easy enough. Consult the charts below to see how many mp it takes to travel between cities, being sure to add you level to the cost. The greater your kingdom, the greater the demands of tr avel. The map command can be used to get a list of the cities on the same continent as you are on, and how much move it will cost you to travel to each one.
But travel can be perilous... the rich and the dishonourable will sometimes find themselves attacked by highway robbers, and relieved of some of their copper. High-level Barbarians have been known to assault entire cities -- sacking, looting and plundering whatever they like. Often, in response to this, the local merchants will lock the gates to the city. One cannot travel to a locked city. If trapped inside of a locked city you can only escape out.
Aberdeen |
Huntington | Ramsden | Exeter | Ashton | Scarborough | ?? | Jasmon | |
| Aberdeen | - |
0 | 2 | 3 | 4 | 5 | 7 | 9 |
| Huntington | 0 | - | 0 | 1 | 3 | 3 | 4 | 7 |
| Ramsden | 2 | 0 | - | 0 | 1 | 2 | 4 | 6 |
| Exeter* | 3 | 1 | 0 | - | 0 | 1 | 3 | 5 |
| Ashton | 4 | 3 | 1 | 0 | - | 0 | 1 | 3 |
| Scarborough | 5 | 3 | 2 | 1 | 0 | - | 1 | 3 |
| ?? | 7 | 4 | 4 | 3 | 1 | 1 | - | 1 |
| Jasmon | 9 | 7 | 6 | 5 | 3 | 3 | 1 | - |
Aberystwyth |
Pembroke | Harlech | Llanberis | Cardigan | |
| Aberystwyth | - |
1 | 3 | 6 | 7 |
| Pembroke | 1 | - | 1 | 4 | 5 |
| Harlech | 3 | 1 | - | 2 | 3 |
| Llanberis | 6 | 4 | 2 | - | 0 |
| Cardigan* | 7 | 5 | 3 | 0 | - |
Aberystwyth |
Pembroke | Harlech | Llanberis | Cardigan | |
| Kintyre* | - |
1 | 3 | 6 | 7 |
| Perthshire | 1 | - | 1 | 4 | 5 |
| Edinburgh | 3 | 1 | - | 2 | 3 |
| Ayr | 6 | 4 | 2 | - | 0 |
| Queensferry | 7 | 5 | 3 | 0 | - |
* Port City
| Ship name | Cost (in move and mp) | Speed | Cargo Size | Hull | Chance to Hit | Damage | In a nutshell... |
| Barge | 4 move and 35 thousand copper | 3mp + half your level | holds 300 units | 15 | 20% | 5 | the cheapest... |
| Galley | 6 move and 65 thousand copper | 1mp + half your level | holds 500 units | 12 | 20% | 5 | the fastest... |
| MerchantShip | 10 move and 125 thousand copper | 4mp + half your level | 1000 | 28 | 25% | 9 | the largest cargo hold... |
| Frigate | 12 move and 140 thousand copper | 5mp + half your level | 600 | 30 | 30% | 12 | the steadiest cannons... |
| WarShip | 12 move and 200 thousand copper | 6mp + half your level | 700 | 34 | 25% | 14 | the studiest hull, and biggest cannons... |
When you first sail to a new continent, you will establish an entirely new kingdom there. On the new continent you will be level 1 of your class, and will be given, by the Emperors, level 1 statistics: 100 acres of land, 1 castle, 100 peasants and so forth. Moreover you will be given Protection from the Emperors. This Protection will hold on all of your kingdoms, until you attack on any of them. In other words, Protection is not specific to a continent.
When you are away from a Continent you cannot be attacked on that Continent. If, for example, you have kingdoms established on Wales and Normandy, you cannot be attacked on Normandy when you are on Wales, and vice versa. Thankfully, you needn't sail to a kingdom to get reports on its progress. The person and review commands can both give you stats for a remote kingdom if followed with a continent name (e.g. person Normandy or person Wales)
To load the hold of a ship use the load <amount> <item> and unload command to empty your hold on the other side. Both commands cost 1 move. Beware,
however, because sailing, like
traveling, holds it's own perils. The Great Sea is plagued by pirates and sea monsters, not to mention other players who may initiate naval battles. If your ship is damaged, you can