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Expeditions

A party goes out and comes home after a set time with a win or a loss. Voyages sail in the guild’s boat.

  • Party power equal to the place’s difficulty gives 50%.
  • Every 10% of power above that adds 5%. Every 10% below takes 5% away.
  • The chance is never below 5% or above 95%. A journey always gets there.
  • It’s fixed when the party sets out.
  • 2 for each level of the style a member fights with: Melee with a sword (or nothing), Range with a bow, Magic with a staff.
  • Each piece of gear adds its tier’s power. See Combat.
  • A little for Defence and Hitpoints: 0.3 for each level of Defence past 1 and of Hitpoints past 10.
  • Some necklaces, traits and perks add more.
  • The combat triangle. Each place’s foes fight in one style. A member whose style beats theirs adds 25% of their own power; one whose style loses to theirs gives up 25%. Melee beats Range, Range beats Magic, Magic beats Melee.
  • At sea, sea power counts too: what necklaces and traits add at sea, and the boat’s own power.
  • Friends in the same party add a little to the chance. See People.

A party can take one food for each member. Each adds its bonus to the chance. See Food.

A lost fight on land leaves one of the party hurt for 1 h. A failed voyage just turns back. Some loot only comes from a win.

A dozing Dragon adds to the chance. Any dozing dragon lets you watch the trip and shorten it, and it can be sent to fetch a party home early.