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(Dispatch Time)
(Glut (or Satiety))
 
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= Character Creation =
 
= Character Creation =
  
See [[char 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 the main attributes for the mechanics of the game, and are represented by three bars located on the right hand side 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 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 his/your own private home/abode. If he rests at home, the amount of energy recovered  'will depend on the Rest Factor(RF)', which depends on the satiety of the character and the type of home/abode. If you rest at the tavern,  the Rest factor value  will be random, between two fixed values, and is influenced by both the satiety and constitution.
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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:
  
== 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 is and also influences the Rest Factor. If the character is not satiated , the RF will be lower than normal. If the bar is at 0 will  the Resting Factor is will also be 0, and this will prevent the character from recovering the lost energy. The satiety decreases for each and every action taken; depending on the difficulty of the task being taken. Also five  satiety points are lost each day. If the satiety bar of the player is 0, another 10 satiety points will be deducted each day. If the player's health goes down to 0, the character is removed from the game. The Player/character has the option to go their Town's/City's cathedral and be housed and fed for just a small daily donation.
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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 is. If the bar is 0, the character is dead. See the section on Death and Life of the character for a detailed account of the effects of death. Health can be recuperated using healing ointments that are produced at the herbalist's shop  or eating.
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= Inventory =
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Glut measures how full the Character stomach is.
The Inventory page displays items owned and worn by the character, you can also equip yourself and use or send objects.
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== To Wear items  ==
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===Glut and work===
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 left corner the attack and defense values (which are influenced by equipment).
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  NB: In battle, the damage inflicted and received is also determined by equipped weapons,
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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]].
  the strength and energy of the duelists.  
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== To Remove items  ==
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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.
To remove worn items, simply click on the human body slot where the item is worn.  
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  If the player's health goes down to 0%, the Character dies and is removed from the game.
  
== To Use Objects ==  
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===Glut and resting===
To use an item, simply click on it. You will see a tooltip with the command ''Use''.
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== To Send items ==
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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.
You can send items or money to other players/characters via a courier.
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=== Rates ===  
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== Health ==  
A 10% charge on the sum of money being sent will be applied on each transaction.
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Indicates how healthy the Character is. If the bar is 0, the Character is dead.
  
The sum of 0.4 silver coins per item is applied for shipping of other items.
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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.
  
=== Dispatch Time ===  
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== To Wear items  ==  
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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). 
  
When sending money, there is a fixed dispatch time of two hours for every 125 silver coins sent.
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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.  
  
  125 coins => 2 hours
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== To Use Objects ==
  251 coins => 4 hours
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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.
 
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For other items, the delivery time taken for the dispatch depends on sender and receiver residence cities distance. The minimum dispatch time is one hour. An additional penalty of 25 minutes for every 50 kg carried will be applied.
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  milan - genoa with 30 kg => about one hour
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  milan - ganoa with 80 kg => 1h 25 minutes
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=== Notes ===
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* The action is non-blocking, since the items/objects are sent via courier.
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* You can send items to players located anywhere in Europe
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* You can also send multiple items/objects, not just one.
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* You cannot send items to those who are in prison, or if you are incarcerated.
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  Each shipment is monitored and recorded, and reports of items between players is analyzed periodically.
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  If you use the same IP for both work or school, please send a message to '''info [at] medieval-europe [dot] eu'''.  
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== Item Weight  ==
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The 'inventory' displays the weight of each object.
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== To Send Items ==
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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]].
  
  At the present moment the weight limit check of owned items/objects is not enabled.
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[[Category: General Information]]

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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