While claiming allegiance to no guild and spending a lot more xp on skills than anyone else, adventurers with the right mix of melee skills can learn the basics of what is offered free to most guild members. This page will also cover minimum bonuses to do certain commands, perform rituals, or cast magic mostly successfully using components and scrolls.
Here is Toli MacPing's write-up on adventuring):
Note #17 by Toli posted at Thu Jan 17 03:08:47 2019 [PDT]
Title: "Adventurers, a preamble and thesis"
Hello, allow me to introduce myself. I am Toli MacPing, and I have been a
resident of the Discworld for over twenty years, although this character was
originally deleted, then recreated in 2003. In my first incarnation, I joined
the Fighters' Guild. When I was recreated, I opted-out, so to speak, of the
guild system and I have never joined a guild. I am an Adventurer. This title,
accidental or otherwise, brings me pleasure. It suits me well and is very
fitting for the lifestyle of the person sitting behind me on RW, my "user", who
is also an "adventurer" in his life.
This non-guild status I bear may seem strange to some people, perhaps
inconceivable. Many people are here to grind away at numbers and can't imagine
a life built mostly of whim and/or idleness. Please understand that I am not
the only citizen of our world who my "user" enters and helps, that he has other
lives he lives here (that is to say, I am an alt). When he, my "user" wants to
be serious or to "grind numbers", he generally doesn't come to visit me. One of
the reasons I was created was to explore, appreciate, and enjoy the added
difficulty that the adventurer lifestyle (guild-choice) brings. Also, bear in
mind that I am not alone. Many people have dedicated their lives, if not
entirely then at least for extraordinary periods of time, to temper themselves.
There have been many notable Adventurers throughout the impressive timespan
that our world has existed. Boot mapped the terrains for years before being
elevated, albeit briefly, to creator status. Mus surprised the PK world with
his insanely high fighting skills. Tarzan, I believe it was, remained a
power-grouping adventurer for years before going on to be High Priest of Fish.
At one point I myself owned some amazing real estate and held impressive
parties while dabbling in politics and drug-trafficking. Adventurers are
people, too, is the point!
I've heard some pretty nasty rhetoric whenever we few remaining Adventurers
dare to come scampering out of our forests and mountains to join the social
life of the Discworld. I understand that we Adventurers are somewhat strange,
given the values and properties of the system in which we live, but we still
deserve a modicum of respect and consideration. Personally, I have been told
that I am in a non-guild; I have even been called stupid or worse for choosing
to not join a guild. Adventurers are often likened to non-people and
marginalized whenever we are discussed, and that is simply unacceptable.
That being said, I want to thank the Discworld community for continuing, and
for providing lifetimes of enriching interactions and experiences.
Now that we've waded through the preamble, I'd like to dive directly into my
thesis involving the set of primary skills that determine the guildlevel of an
Adventurer. It may seem trivial to nearly all of you, and if the topic
disinterests you, I strongly encourage you to read no further and ignore this
thread. As they stand, the Adventurers' primaries are a bunch of fighting
skills (many are not very useful, or redundant) and just three Adventuring (two
evaluating skills, and adenturing.points determines our max gp). These skills
were assigned during a restructuring of the skills' trees and the guilds many
years ago; they were chosen ad hoc and, I feel, without consideration. They are
also said to be something of a homage or relic of the Warriors' guild before
the spec-split, and the now-defunct Fighters' Guild by association. My thesis:
These skills do not represent the actual skills required for survival as a
guildless person, and if guildlevel is to be assigned to Adventurers, the
guildlevel should be based on a different set of skills.
That being said, I like having a guildlevel, and would like to continue having
one, please. Also, let me quickly state that I understand that we are crunched
for creators and for players; many will want to say that we cannot devote
coding hours to changing something so trivial. I merely hope to open the topic
up for discussion of the hypothetical possibilities and/or implications, and I
also offer up the valuable time of my "user", who has assured me that he would
dedicate the time necessary to pass all the steps necessary before he would be
allowed to address the hypothetical change, should it ever be approved.
So, without further ado, I will now post the current set of primary skills for
Adventurers, and also post an alternative set for consideration.
The current primary skill-set of Adventurers:
Adventuring.
.evaluating.weapon
.evaluating.armour
.points
Fighting.
.melee.dagger
.melee.sword
.melee.heavy-sword
.melee.mace
.range.thown
.range.fired
.unarmed.striking
.defence.parrying
.defence.dodging
.special.weapon
.special.unarmed
.special.tactics
My suggested set:
Adventuring.
.movement.climbing.tree
.movement.climbing.rock
.movement.swimming
.direction
.perception
.points
Crafts.
.hunting.tracking
.hunting.foraging
.hunting.fishing
.hunting.trapping
.husbandry.plant.herbal
.culinary.cooking
.medicine.first-aid
Fighting.special.tactics
People.teaching.adventuring
I hope that it is clear that the second set of skills more clearly draws a
better picture of what an adventurer is and does. In the first, the Adventurer
is a brawler, nothing more. In the second, we see that an Adventurer needs wits
and diverse skills to survive outside the confines and rigours of civilization
and society.
Obviously, the Adventurers have no guild, no teachers, no special commands.
This alteration would in no way change the balance of the game, but just add
one small facet to make the game more believable, immersive, and full of
delightful surprises. Bear in mind, this change would not in any way lessen the
difficulty Adventurers face, merely more accurately represent the individual
survivability of each of the few insane people who choose this lifestyle.
I apologize for the long post. Originally I thought of breaking it into two,
but ultimately decided my ideas would be better presented in one cohesive post.
I hope that we can have an interesting and amicable conversation, and I look
forward to hearing everyone's (relevant and productive) thoughts. If you are
still reading this, congratulations for reaching the end, and thank you for
taking the time to consider my ideas.
Peace be with you, and blessed be!
Toli MacPing, Fossilized.
edit: OMG, I forgot to mention Westley! How could I forget to give him a
shout-out? Westley, you're the best!
Fighting (see also: warrior guild)
Covert Skills (see also: thief guild)
Command, Skill, Learned At Level
Magic (see also: wizard guild, spells)
artifacts:
blue crystal ring (ring of recall, 'twist blue ring' transports you to a less dangerous place, but misports can happen and dump you into the highly dangerous Hub terrains); minimum ma.it.wo.ri bonus 180
spells:
You'll need to buy scrolls of the appropriate spell from a pshop or directly from a wizard player. The ability to carry an x number of scrolls depends on your bonus for ma.sp.sp. There is also an intelligence stat check, so, if your int is only 8 you'll have a much harder (slower) casting time than if it were 10 or 12. Pshop prices for 4-packs of scrolls run about $8-15, or be friendly with a player wizard who is willing to scribe for a bulk discount or for free. The spells below are the most common ones found in player shops. The amount of magic gp needed is based on your ma.po bonus + 50. Numbers in ()s indicate recommended skill bonus.
EFF (Endorphin's Floating Friend - floats a shield in space)
components: a shield
Required bonus based on shield weight:
FFM (Floron's Fabulous Mirror - scry a target)
-or- with enough skill bonus in scrying, you can use a crystal ball, as in: scry <any-living> with <object>
Get a crystal ball from any magic shop or stall that sells it. Most notably: the witch stall in Lancre, the witch stall in Ohulan-Cutash market, Harmony Stardancer's Magical Shoppe in AM on Treacle Street.
Also, if magic is not your thing, you can get a stone medallion from the Plaza of Broken Moons and access the fee-based scrying mirror (no skill check) on Bitwash in AM and find a named npc or player that is scryable.
FNP (Fyodor's Nimbus of Porterage - creates a cloud porter)
components: a candle (not consumed), a towel that is absolutely soaking wet (not consumed)
Water sources: fake flower BP joke shop, fountains/wells: east side of square at Genua west gate, ILL guild in DJB, OC market center
Note: the towel takes some damage during the casting of the spell and will be destroyed if it is not wet enough or if it is damaged; also, items left on a cloud are not reimbursable due to a game crash or if you get d/c and/or idle out of the game. Int and str are temporary stat penalties, but can easily be removed with the priest 'restore' ritual.
TPA (Transcendent Pneumatic Alleviator - magical impact shield)
components: handful of ash (consumed), a small leather shield (not consumed)
Faith (see also: priest guild)
Most gods allow non-priests to perform very basic prayers with the appropriate skill level and/or while using a ritual-assisting faith rod/baton/cane/weapon that has impressed/imprinted rituals. You don't have to be of the same faith to use the ritual when using a faith rod, but the faith rod needs to be consecrated to your god at the high altar and then charged to imprinted for permanence before you should use it. Imprinted rods typically run $1500-3000 AM at pshops, or when purchased directly from player priests who devote time create such things. Followers of faith can only follow one god.
Required alignment:
Rituals granted to non-priest followers (faith-based skil). Learn these rituals from your npc religious instructor after becoming a follower and having the appropriate alignment and faith skill level.
Fish - splash, breathe underwater
Gapp - mend, cool
Gufnork - cure light wounds, summon fluff
Hat - dark sight, warm
Pishe - none! Sorry folks, Pishe hates followers
Sandelfon - detect alignment, calm
Sek - light, parch
The most useful rituals for followers: mend (fixes clothing with faith), breathe underwater (for those times you go swimming and your burden is so high that you sink and/or drown), and cure light wounds (when your bandaging skills are too low or you have no healing tea).
Crafts / People / Adventuring
Bandage - 25 levels of crafts.medicine.firstaid
Fix (jewellery, weapons, armour) - 10 levels of crafts.smithing
Leatherwork (requires a sinew thread and a heavy needle)
Mend (requires a thread and a small needle)
Oilstone (oil can and oilstone from a smithy)
skill used: crafts.smithing.black.weapons
usage: oil {stone|oilstone} with [oil] can
hone <weapon> {on|with} {stone|oilstone}
Repair (wooden items) - 10 levels of crafts.carpentry
Swimming - ad.mo.sw (move in any direction while in a water room)
Climbing - ad.mo.cl.rock/rope/tree