GLOBAL FLEET & TRADE · HANDBOOK
Acquiring and Completing Adventures
Adventures connect special tavern encounters with a multi-stage expedition. A personal assignment remains stored on the server until it is completed or ended through an explicitly available action.
At a Glance
- A player can have only one active adventure at a time.
- Story, costs, waypoints and search clues belong to the specific adventure.
- Changing pages or signing out pauses neither travel nor server-side timers.
From special guest to adventure
- Open the special encounter in the tavern.
- Read the person, assignment, acquisition cost and expedition cost in full.
- If Acquire adventure is enabled, confirm the assignment deliberately.
- Then check the active adventure state and choose a suitable expedition vessel.
- A disabled acquisition button means that this adventure is not yet available in the normal player flow.
The personal adventure slot
An acquired adventure occupies one personal adventure slot. A new tavern encounter, language change or sign-out does not replace the active assignment. Another adventure can begin only after the existing assignment has been completed properly or ended through an available cancellation action.
Typical sequence
| Phase | Meaning |
| Vessel selection | An expedition vessel with an empty hold is prepared. |
| Outbound voyage | The route leads through one or more specified waypoints. |
| Analysis | Clues are evaluated at intermediate points and the next point is unlocked. |
| Search area | Radius, duration and instruments define the search run. |
| Salvage | After a find, the crew is explicitly deployed. |
| Return voyage | The home port is marked, the return course is set and arrival is confirmed. |
Persistence and mandatory messages
Travel, search, fuel, result and salvage use central server time. Important arrival, discovery, fuel and completion messages must be acknowledged before the next step is enabled. This prevents duplicate results and skipped phases.