Living World | Interactions | Tavern Buffs | Quests | Allies | Mini-Games | Economy

Tavern Buffs and Effects

  • Drinks reduce vision but should increase morale temporarily; slowly while solo, and more quickly in groups.
  • Drinking also slightly lowers your Vitality Stat and ability to dodge and parry, about as much as a fall injury.
  • Drinking also lowers certain crafting success, so you might want to sober up before working with heavy machinery.
  • Drinking also changes the /sing Music System to drunken sluring of notes off-key.

Game System: Tavern Revelries

*This concept may now be viewed on the official discussion forums.

Introduction

Revelries are group-based non-combat actions executed within specific locations that can generate sustaining enhancements and attributes for fellowships, raids, or chance groups of adventurers. Group-gathering and interaction in non-combat is the basis of the Revelry system; the more a gathering can muster merriment and activity, the more powerful the results can be.

Like Maneuvers, different combinations of Revelry actions will result in different enhancements of varying duration and potency. The combination of these actions, in the form of pairs, flushes, or straits, grants bonuses for using Fellowship Maneuvers when adventuring. In addition to these conjunction buffs, Revelries can produce various secondary effects ranging from long-term resists, attribute enhancements, non-combat heals, morale increases, power increases, or a combination of all nine possible actions.

Revelries can occur at Taverns, Player Houses or Halls, and Campfires. Each of these locations has a Merriment Level. This level is increased as players enter the location and engage in leisure activities with others such as eating, drinking, smoking, dancing, playing music, and others. Minstrels have Skills which can rapidly increase the Level, while Scholars can create items such as books and scrolls of uplifting tales that form the same function.

Minstrel Skills

Tier 1 Skill

Tier 2 Skill

Tier 3 Skill
Tier 4 Skill

Merriment Items

Drinking Item
Pipeweed Item

 

Tale Item

 

As the Merriment Level peaks, a Revelry commences. When the Revelry is started everyone within the area will see a color wheel appear on their screen asking them to choose one of nine contributing actions.

After a few seconds (whether you choose a color or not), the revelry resolves. Selecting an action will grant that player a small buff on its own. When queued with other actions, this buff can increase substantially, depending on the combinations of them.

Like Maneuvers, once you select your Revelry (color), your action will appear in the next empty slot in the contribution queue for others to see. The final order of the Revelry actions is dependent on the group type. Fellowships receive first consideration in the que, followed by Raid groups, and finally un-grouped bystanders. What this means is that your fellowship can lock in your own complex combo for just your group without outsiders ruining the order. If you are in a Raid group, your contributed action is connected to it. Any actions contributed by bystanders are added to the the queue behind any Fellowship groupings, and are shuffled automatically to form pairs and flushes wherever possible.

The more complex the combination the stronger the effect and higher the level. The more participants engaged in the Revelry, the longer the effects tend to last.

When the Revelry Action wheel appears, players should select one of the nine colored icons, each of which represents a different Social Activity:

Feasting (Green)

Feasting starts off as a simple bonus to all Fellowship Maneuver heals (Eagle’s Cry) and a temporary increase to maximum morale. At the 2nd level of power it adds a temporary increase in Might. At the 3rd tier of power it adds Disease resistance.

Players must use crafted food for this action.

Drinking (Yellow)

Drinking allows a temporary bonus to Guile Maneuver skills (Spider’s Guile). At higher tiers it provides a non-combat morale regeneration as well as increased resistance to Fear.

Players must use crafted drinks for this action.

Music (Blue)

Music provides a noticeable bonus to Fellowship Maneuver power regeneration (Stallion’s Spirit). At higher tiers, Music grants an increase to Fate, as well as resistance to Shadow and Magic damage.

Players must have a musical instrument for this action.

Smoking (Red)

Smoking does not grant much in the way of adventuring buffs, but it does provide a relief from Dread over time in the form of a % resistance of defeat effects. Smoking also grants special smoke effects that enhance the pipeweed attributes. The side-effect to smoking buffs is that it increases your chance for induction interruption of other skills during combat.

Players must use crafted pipeweed for this action.

Dancing (Purple)

Dancing produces a useful Maneuver bonus for all power regeneration (Stallion’s Spirit). At higher tiers it also grants a temporary increase in Vitality as well as stronger resistance to Poison and Wounds.

Players must use crafted Dancing Guides for this action

Greeting (Silver)

Greetings, in the form of emotes and social interactions, grants a bonus to Guile Maneuver skills (Spider’s Guile). At higher levels it provides non-combat power regeneration bonuses.

Players must use crafted Greeting Cards for this action

Tales (Aqua)

Storytelling grants bonuses to all Maneuver morale regeneration (Eagle’s Cry). At continued levels, it provides temporary increases to Will, Light Damage, as well as stronger resistance to Magic attacks.

Players must use crafted story manuscripts for this action.

Gifts (Brown)

Gift-giving grants a Maneuver bonus to power regeneration skills (Stallion’s Spirit), as well as increasing resistance to Fear. At higher levels, upon successful Revelries involving Gifts, the Tavern Keeper will present all participants with a small gift in the form of collectables, wearables, Dale toys, or other small items that are bound upon acquire. Some of these are temporary and break or fail after use.

Players must use crafted dolls, trinkets, and baubles for this action.

Tussle (Gray)

Tussles or brawling can break out in any tavern when drinking is heavy. And yet, some encounters are more sportsman-like. Tussles can provide bonuses to Maneuver damage skills (Ent’s Strength). At higher levels, it also grants temporary increases in Agility. Should a Tussle break out the bounders will round up the offenders and kick them out of the Tavern and told to sober up. Players will then receive their bonus. Players kicked out for brawling will be unable to buy heavy drinks from vendors for 15min.

Players must use crafted drinks for this action.

 

Tavern Revelry Opportunities

At least two players are required to initiate a Revelry. Players must target another player when performing actions to increase Merriment and when participating in the Revelry. Small groupings such as these will yield modest results, so the more members of a fellowship, raid, or bystanders at a location, the more powerful the successful Revelry will be.

Taverns are not the only locations where Revelries may occur. Players may also throw gatherings at houses and kinship halls to increase their buffs in anticipation of adventuring or just for fun. The Gifts and Tussle actions are not available at these locations, however.

Sometimes hearth and home are just too distant. But weary travelers can take heart in the wilderness when gathering round a strong fire to share meals and tales of great deeds. Players need only gather round a placed campfire and increase the Merriment Level around it, triggering a Revelry. As with Housing, the Gifts and Tussle actions are unavailable, as well as the Dancing action.

Example Revelries

The numbers below are merely for example and do not fully represent a final suggestion.

Tavern Revelries can be fun because even if you are in a Fellowship and planning out combinations, you do not always know who else is going to be present and what actions they are going to contribute as bystanders or as a participating fellowship.

Revelries can also unlock unique Traits and Skills. For example, the more times a successful Dancing-centric Revelry occurs, a new dance is temporarily learned by the participants. Like accumulating a Deed, the more this Revelry dance is unlocked the more that Deed is progressed until it becomes a permanent skill to the player.

Example Revelry Screenshots

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