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Difference between revisions of "Food"

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You can recover [http://wiki.medieval-europe.eu/index.php?title=Beginner_Guide&action=submit#Glut| Glut] with food. Food is divided in two main categories:
 
You can recover [http://wiki.medieval-europe.eu/index.php?title=Beginner_Guide&action=submit#Glut| Glut] with food. Food is divided in two main categories:
  
* Simple: ''Issued from Fields, Farms or Fishing''
+
* Simple: ''Issued from Fields, Farms or Fishing'';
* Complex: ''Issued from crafting in the [[Inn]]''
+
* Complex: ''Issued from crafting in the [[Inn]]''.
  
 
Obviously complex food recovery is way greater than simple one.
 
Obviously complex food recovery is way greater than simple one.
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== How to get food ==
 
== How to get food ==
  
* You can [[Fish]]
+
* You can [[Fish]];
* You can buy it at the market
+
* You can buy it at the market;
* You can vote for Medieval Europe on a [[Voting_the_game|Toplist]] if your age is <= 90 days. This will restore your [http://wiki.medieval-europe.eu/index.php?title=Beginner_Guide&action=submit#Glut| Glut] by '''2%'''.
+
* You can vote for Medieval Europe on a [[Voting_the_game|Toplist]] if your age is <= 90 days. This will restore your [http://wiki.medieval-europe.eu/index.php?title=Beginner_Guide&action=submit#Glut| Glut] by '''2%''';
* You can breed animals in [[Farms]]
+
* You can breed animals in [[Farms]];
* You can cook it in a [[Inn]]
+
* You can cook it in a [[Inn]].
  
 
== List of all Game Food ==
 
== List of all Game Food ==
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= Drinks=  
 
= Drinks=  
  
== Drinking alcoholic beverages ==
+
To recuperate Energy, you can consume drinks. Drinking will increase your Intoxication Level (IL)
  
Every time an alcoholic drink is consumed three things can happen:
+
==The Intoxication Level==
  
* Energy is gained;
+
Intoxication level (IL) represents how much the character is intoxicated by alcohol and will range from 1 to 100.
* Energy is gained but some glut is lost;
+
* Character becomes tipsy or drunk.
+
  
There are four alcoholic beverages:
+
# at IL 50, the character is drunk and gets a penalty on attributes;
 +
# at IL 100, the character passes out for six hours, regardless of constitution (blocking action).
  
* '''Beer''': The drink that gives more chances to gain energy (cumulative 80%), with a low chance to get tipsy/drunk.
 
  
* '''Wine''': High chances to get tipsy/drunk, lower risk to lose double glut.
+
IL is raised by drinks as per the following table:
  
* '''Mead''': A simple swap energy - glut, with a low probability to get tipsy/drunk but with a fixed low swap rate.
+
{|class='hor-minimalist-a'
 +
|-
 +
!Drink
 +
!Energy increase
 +
!Base IL increase
 +
|-
 +
|Beer
 +
|4%
 +
|5
 +
|-
 +
|Mead
 +
|10%
 +
|11
 +
|-  
 +
|Wine
 +
|14%
 +
|16
 +
|-
 +
|Brandy
 +
|30%
 +
|33
 +
|-
 +
|}
  
* '''Mulberry Brandy''': Highest chance to lose an important amount of glut.
+
The Base Intoxication level is then affected by the constitution attribute and a random variable.
  
== Swapping glut with energy ==
+
Every '''30 minutes''' of game time every character's Intoxication Level is reduced by '''3''' points. If the Intoxication level goes down 50, the corresponding attribute penalties will be reduced.
  
For each drink there is a chance to gain energy and lose glut depending on a certain swap ratio. The character may gain energy without losing glut, or gain energy but lose glut.
+
'''Example 1'''
  
==Tipsy Status==
+
  IL: 70
 +
  [time passes without drinking...]
 +
  IL: 50
 +
  [time passes without drinking...]
 +
  IL: 47 => attribute penalties are canceled, the char is no more drunk.
  
If the player gets tipsy the following malus are applied:
+
'''Example 2'''
 +
 
 +
  IL: 100 => Char passed out
 +
  [time passes without drinking...]
 +
  IL: 58 => Char is still passed out
 +
  [time passes without drinking...] =>
 +
  IL: 51 => Char wakes up but has still attributes penalties
 +
  [time passes without drinking...] =>
 +
  48 => attribute penalties are canceled
 +
 
 +
==Drunk Status==
 +
 
 +
If the player gets drunk the following malus are applied:
  
 
{|class='hor-minimalist-a'
 
{|class='hor-minimalist-a'
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|}
 
|}
  
Tipsy status will expire in relation with player constitution.
 
  
    Tipsyness duration (minutes) = 180 +15 * (20-player constitution)
+
When the character IL gets under 50 is no more drunk and the penalties will disappear.
  
If the player drinks while tipsy, he can get drunk.
+
== Passed out Status ==
  
== Drunk Status ==
+
If a character drinks too much and IL gets over 100 can pass out and being blocked. The duration of the blocking action is '''6''' hours.
 
+
If a player drinks too much can get drunk and being blocked. The duration of the block depends from constitution.
+
 
+
    Drunkness duration (minutes) = 180 +15 * (20-player constitution)
+
 
+
== Odds table ==
+
 
+
{|class='hor-minimalist-a'
+
|-
+
!Drink
+
!Gain Energy
+
!Gain Energy, lose Glut
+
!Gain Energy, lose Double Glut
+
!Get Tipsy/Drunk
+
|-
+
|Beer
+
|Chance: 10%, +6% Energy
+
|Chance: 45%, Exchange Ratio: 1:1 (Max +10% Energy)
+
|Chance: 35%, Exchange ratio: 1:2 (Max +10% Energy)
+
|Chance: 10%
+
|-
+
|Wine
+
|Chance: 10%, +6% Energy
+
|Chance: 70%, Exchange Ratio: 1:0.4 (Max +10% Energy)
+
|Chance: 0%
+
|Chance: 20%
+
|-
+
|Mead
+
|Chance: 0%
+
|Chance: 90%, Exchange Ratio: 1:1 (Max +10% Energy)
+
|Chance: 0%
+
|Chance: 10%
+
|-
+
|Mulberry Brandy
+
|Chance: 10%, +12% Energy
+
|Chance: 0%
+
|Chance: 70%, Exchange Ratio:1:2 (Max +16% Energy)
+
|Chance: 20%
+
|}
+

Revision as of 09:10, 19 August 2014

Contents

Food

Almost every action you do in Medieval Europe will consume your Glut. Even if you do nothing all day, your Glut will be consumed by a factor of 16% every 24 hours.

You can recover Glut with food. Food is divided in two main categories:

  • Simple: Issued from Fields, Farms or Fishing;
  • Complex: Issued from crafting in the Inn.

Obviously complex food recovery is way greater than simple one.

How to get food

  • You can Fish;
  • You can buy it at the market;
  • You can vote for Medieval Europe on a Toplist if your age is <= 90 days. This will restore your Glut by 2%;
  • You can breed animals in Farms;
  • You can cook it in a Inn.

List of all Game Food

Item Type Glut restored Energy restored Health restored
Bread Complex 8% 0% 0%
Cheese Complex 50% 0% 0%
Fish Simple 12% 0% 0%
Fish soup Complex 70% 0% 0%
Honey Simple 4% 0% 0%
Meat Simple 14% 0% 0%
Meat soup Complex 70% 0% 0%
Milk Simple 4% 0% 0%
Mulberry Simple 2% 0% 0%
Mulberry cake Complex 40% 0% 0%

Drinks

To recuperate Energy, you can consume drinks. Drinking will increase your Intoxication Level (IL)

The Intoxication Level

Intoxication level (IL) represents how much the character is intoxicated by alcohol and will range from 1 to 100.

  1. at IL 50, the character is drunk and gets a penalty on attributes;
  2. at IL 100, the character passes out for six hours, regardless of constitution (blocking action).


IL is raised by drinks as per the following table:

Drink Energy increase Base IL increase
Beer 4% 5
Mead 10% 11
Wine 14% 16
Brandy 30% 33

The Base Intoxication level is then affected by the constitution attribute and a random variable.

Every 30 minutes of game time every character's Intoxication Level is reduced by 3 points. If the Intoxication level goes down 50, the corresponding attribute penalties will be reduced.

Example 1

  IL: 70
  [time passes without drinking...]
  IL: 50
  [time passes without drinking...]
  IL: 47 => attribute penalties are canceled, the char is no more drunk.

Example 2

  IL: 100 => Char passed out
  [time passes without drinking...]
  IL: 58 => Char is still passed out 
  [time passes without drinking...] => 
  IL: 51 => Char wakes up but has still attributes penalties
  [time passes without drinking...] => 
  48 => attribute penalties are canceled

Drunk Status

If the player gets drunk the following malus are applied:

Attribute Malus
Intelligence -6 points
Dexterity -3 points
Strength -3 points


When the character IL gets under 50 is no more drunk and the penalties will disappear.

Passed out Status

If a character drinks too much and IL gets over 100 can pass out and being blocked. The duration of the blocking action is 6 hours.

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