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(Created page with '= Character Creation = See Character Creation = Main character attributes = Energy, Health and satiety are attributes central to the mechanics of the game, and are repre…')
 
(Glut (or Satiety))
 
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= Character Creation =
 
= Character Creation =
  
See [[Character Creation]]  
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See [[En US CharCreation|Create Your Character]]
  
= Main character attributes =  
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= Main Character attributes =  
  
Energy, Health and satiety are attributes central to the mechanics of the game, and are represented by three bars located on the right column.  
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Energy, Health and Satiety are the main attributes for the mechanics of the game, and are represented by three bars located on the top. Hovering on symbol or bar will tell you the percentage of level.
  
 
== Energy  ==
 
== Energy  ==
It represents how much energy is left essentially to the character and defines the freedom of movement and action that the character has. Each action consumes energy in ME. If you do not have the 'energy demand from' action will not be possible to do the same. The 'energy can be recovered sleeping in the Tavern or the payment of money in their home.
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It represents the amount of energy the Character has left and also denotes the freedom of movement and action that the Character has. Each action consumes energy in ME. If you do not have the ''''energy demand from'''' action, then that same action cannot be performed. The ''''energy'''' can be recovered by:
If he rests at home, the amount of energy recovered to 'now depends on the''' Rest Factor'''(RF), which depends on the fullness of the character and the type of home.
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If you rest in the tavern, Rest factor is a random value between two fixed values, and is influenced by satiety and the constitution.
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== Satiety ==
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* Paying money to either sleep in the Tavern or in the Character's private house (See Resting)
Satiety measures how full the character and influence the Rest Factor. If the character is not satisfied, the RF will be lower than normal. If the bar is at 0 will satisfy the Resting Factor is 0, preventing the character to recover energy. The satiety decreases for each action taken, depending on how this' action is hard. In addition, each day we climbed 5 points of satiety. If the fullness of the player is 0, each day we climbed 10 points of health. If the player's health goes to 0, the character is removed from the game. E 'can go to the cathedral in their city and be housed and fed automatically to a small donation daily.
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* Voting on certain toplists
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* Eating some kind of food
  
== Health ==  
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== Glut (or Glut) ==  
Indicates how healthy the character. If the bar is 0, the character is dead. See the section on Death and Life of the character to explore the effects of death. Health can be recovered using ointments for healing, or eating products from the shop dell'erborista.
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= Inventory =
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Glut measures how full the Character stomach is.
From the home page you can view the inventory items owned and worn by the character, you can also equip, use or send objects.  
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== Wear items  ==  
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===Glut and work===
To use an item, simply click on 'location, you'll see a tooltip with the command''''wears. The 'object is worn according to a predetermined algorithm.
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On the screen 'inventory, you can see the top left of the defense and the values of' attack (which are influenced by 'equipment).  
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Each action requires and consumes Glut in ME. If you do not have enough Glut then the action cannot be executed. Glut can be refilled by eating [[Food]].
  
NB: In battle, the damage inflicted and received is also determined by 'wear weapons, the strength and'
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  16% of Glut points are subtracted every day. If the Glut level is at 0%, 10% health points will be deducted each day.
energy of the duelists.  
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  If the player's health goes down to 0%, the Character dies and is removed from the game.
  
== Remove items  ==  
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===Glut and resting===
To remove items worn, simply click on the slot of the human body where the 'object is worn.
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== Use Objects ==
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Glut measures how satiated the Character is and also influences the [http://wiki.medieval-europe.eu/index.php?title=Resting#The_Rest_Factor Rest Factor] (RF). If the Character is not satiated, the RF will be lower than normal. If Glut is at 0%, the RF will also be 0 and this will prevent the Character from recovering the lost energy.
To use an item, simply click on 'location, you'll see a tooltip with the command''U.S.''(if applicable).  
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== Send items ==  
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== Health ==  
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Indicates how healthy the Character is. If the bar is 0, the Character is dead.
  
E 'can send items or money to other characters via a courier.
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= Inventory =  
 
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The Inventory page displays items owned and worn by the Character, you can also equip yourself and use or send items.
=== Rates ===  
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L 'sending money cost 10% of the amount sent, and takes 2 hours for every 125 pieces of silver. 'S dispatch of other items costs money for each 0.4 shipped with a minimum of money.  
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=== Dispatch Time ===  
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== To Wear items  ==  
The time of delivery, for both money for common objects depends on the location of the sender and the recipient at the time of 'sending, and is directly proportional to the distance of the city of residence of the two subjects. There is an additional penalty of 15 minutes per 50 kg carried.  
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To use a clothing item, simply click on it. You'll see a tooltip with the command ''''wear''''. The object is worn according to a predetermined algorithm. On the screen ''''inventory'''', you can see on the top right corner the attack and defense values (which are influenced by the equipment).
  
=== Notes ===  
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== To Remove items  ==  
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To remove worn items, simply click on the human body slot where the item is worn.
  
* 'S action is non-blocking, since the objects are sent via courier.  
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== To Use Objects ==
* E 'can send items to players located anywhere * E' can send multiple objects, not just a
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To use an item, simply click on it. You will see a tooltip with the command ''''Use'''' or a specific command.
* You can send items to those in prison, or if you are incarcerated.  
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  '''Note:''' Each shipment is monitored and recorded, and reports of items between players is analyzed periodically.
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== To Send Items ==
  If you go out with the same IP as you are at work or school, send a message'''info [at] medieval-europe [dot] eu'''.  
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You can send items or money to other Players/Characters via a courier. For more details see [[Sending_Items|Sending Items]].
  
== Item Weight  ==
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[[Category: General Information]]
In 'inventory shows the weight of each object, when limits on the weight of objects held not enabled.
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Latest revision as of 13:38, 5 May 2017

Contents

[edit] Character Creation

See Create Your Character

[edit] Main Character attributes

Energy, Health and Satiety are the main attributes for the mechanics of the game, and are represented by three bars located on the top. Hovering on symbol or bar will tell you the percentage of level.

[edit] Energy

It represents the amount of energy the Character has left and also denotes the freedom of movement and action that the Character has. Each action consumes energy in ME. If you do not have the 'energy demand from' action, then that same action cannot be performed. The 'energy' can be recovered by:

  • Paying money to either sleep in the Tavern or in the Character's private house (See Resting)
  • Voting on certain toplists
  • Eating some kind of food

[edit] Glut (or Glut)

Glut measures how full the Character stomach is.

[edit] Glut and work

Each action requires and consumes Glut in ME. If you do not have enough Glut then the action cannot be executed. Glut can be refilled by eating Food.

  16% of Glut points are subtracted every day. If the Glut level is at 0%, 10% health points will be deducted each day. 
  If the player's health goes down to 0%, the Character dies and is removed from the game.

[edit] Glut and resting

Glut measures how satiated the Character is and also influences the Rest Factor (RF). If the Character is not satiated, the RF will be lower than normal. If Glut is at 0%, the RF will also be 0 and this will prevent the Character from recovering the lost energy.

[edit] Health

Indicates how healthy the Character is. If the bar is 0, the Character is dead.

[edit] Inventory

The Inventory page displays items owned and worn by the Character, you can also equip yourself and use or send items.

[edit] To Wear items

To use a clothing item, simply click on it. You'll see a tooltip with the command 'wear'. The object is worn according to a predetermined algorithm. On the screen 'inventory', you can see on the top right corner the attack and defense values (which are influenced by the equipment).

[edit] To Remove items

To remove worn items, simply click on the human body slot where the item is worn.

[edit] To Use Objects

To use an item, simply click on it. You will see a tooltip with the command 'Use' or a specific command.

[edit] To Send Items

You can send items or money to other Players/Characters via a courier. For more details see Sending Items.

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