Notice something wrong, missing, or unsatisfactory? Feel free to fix it yourself, or contact Support

Difference between revisions of "Your Character"

From Medieval Europe
Jump to: navigation, search
(Main character attributes)
Line 5: Line 5:
 
= Main character attributes =  
 
= 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.  
+
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.
  
 
== 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.  
+
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.
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.  
+
If you rest in the tavern, Rest factor is a random value between two fixed values, and is influenced by satiety and the constitution.  
+
  
 
== Satiety ==  
 
== Satiety ==  
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.  
+
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.
  
 
== Health ==  
 
== Health ==  
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.  
+
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.
  
 
= Inventory =  
 
= Inventory =  

Revision as of 11:15, 25 November 2010

Contents

Character Creation

See char Creation

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.

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.

Satiety

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.

Health

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.

Inventory

From the home page you can view the inventory items owned and worn by the character, you can also equip, use or send objects.

Wear items

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.

On the screen 'inventory, you can see the top left of the defense and the values of' attack (which are influenced by 'equipment).

NB: In battle, the damage inflicted and received is also determined by 'wear weapons, the strength and' 
energy of the duelists. 

Remove items

To remove items worn, simply click on the slot of the human body where the 'object is worn.

Use Objects

To use an item, simply click on 'location, you'll see a tooltip with the commandU.S.(if applicable).

Send items

E 'can send items or money to other characters via a courier.

Rates

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.

=== Dispatch Time === 

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.

Notes

  • 'S action is non-blocking, since the objects are sent via courier.
  • E 'can send items to players located anywhere * E' can send multiple objects, not just a
  • You can send items to those in prison, or if you are incarcerated.
 Note: Each shipment is monitored and recorded, and reports of items between players is analyzed periodically. 
 If you go out with the same IP as you are at work or school, send a messageinfo [at] medieval-europe [dot] eu. 

Item Weight

In 'inventory shows the weight of each object, when limits on the weight of objects held not enabled.

Personal tools