Legacy:Travel Weariness

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How Travel Weariness Works

As fast travel is used, it creates travel weariness. No matter how far or short a character travels, it always costs a minimum of 10% of the available weariness. The more Agility a character has, the farther they can travel at once. The amount of weariness gained when traveling is determined exponentially by distance. Traveling the same distance with few small hops is prefereble to one large hop, assuming each of these small hops would cause weariness above the minimum 10% threshold.

Forms of Fast Travel

  • Travel to Hearth Fire: allows a hearthling to travel back home (where the character's hearth fire is located) from anywhere in the world. This costs Travel Weariness, but the amount of Travel Weariness used does not restrict the distance.
  • Travel to Village Idol: allows a hearthling to travel back to the village they are a member of. This also costs Travel Weariness. The distance allowed to travel is normally restricted based on how weary the character is, however, if a character has no hearth fire, then traveling to Village Idol will be unrestricted just like traveling to a hearth fire.
  • Crossroads: These markers allow a village to create a network of origins and destinations for easy travel. Note that distance traveled is again restricted by how weary the character is. See the wiki entry for Crossroads for further information on building and linking.

Quoting Loftar

"With the original 10 Agility, you'll be able to travel about half a supergrid in one hop. The cost incurred by one hop scales as O(n^{3/2}), and the amount of weariness a character can handle scales linearly with agility."

"A character has α · 500 "travel points" , where α is his Agility; and a travel costs δ^(3/2) / 1000 such points, where δ is the distance travelled, measured in units 11x11 of which make up a tile.

Indirectly, that means that the cost, as a fraction of one's total travel weariness, is δ^(3/2) / 500000α, or approximately σ^(3/2) / 13705α if σ is the distance measured in tiles. It also means that, using your whole TW in one hop, you would be able to travel (13705α)^(2/3) tiles; but, obviously, further than that if you travel in several hops, such as 3 · (13705α / 3)^(2/3) ≈ (23738α)^(2/3) tiles in three hops. In general, it means that, by using n hops instead of 1, you get n / (n^(2/3)) = n^(1/3) times further."

This means the minimum agility required for the jump, when measured in tiles, is given by:

α= δ^(3/2) / 13705

Reducing Travel Weariness

Travel Weariness can be removed by smoking tobacco, drinking alcoholic beverages (Wine or Weißbier) or sleeping in a bed (Spruce Bough Bed,Sturdy Bed or Straw Bed). Sleeping logs you out, and removes some weariness over time, while you're logged out. The amount of weariness lost depends on bed type, bed quality and time logged out.

Agility/Distance Tool

On the world map (http://sabinati.com/HavenMap/), when you make 2 markers, it tells you the distance and the agility required to teleport that distance. posted by AnnaC at forums http://www.havenandhearth.com/forum/viewtopic.php?f=2&t=37312#p492895--Borka (talk) 15:54, 26 September 2014 (EDT)