Difference between revisions of "Your Character"
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== Satiety == | == 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, the Resting Factor will also be 0: 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 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, the Resting Factor will also be 0: 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 health points will be deducted each day. If the player's health goes down to 0, the Character is removed from the game. The Character has the option to go his City's cathedral and be housed and fed for just a small daily donation. |
== Health == | == Health == |
Revision as of 10:52, 29 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 in the Character's private abode. If the Character 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 abode. If the Character rests 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, the Resting Factor will also be 0: 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 health points will be deducted each day. If the player's health goes down to 0, the Character is removed from the game. The Character has the option to go his 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 by eating.
Inventory
The Inventory page displays items owned and worn by the Character, you can also equip yourself and use or send objects.
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 left corner the attack and defense values (which are influenced by the equipment).
NB: In battle, the damage inflicted and received is also determined by equipped weapons and the strength and energy of the duellists.
To Remove items
To remove worn items, simply click on the human body slot where the item is worn.
To Use Objects
To use an item, simply click on it. You will see a tooltip with the command 'Use'.
To Send items
You can send items or money to other Players/Characters via a courier.
Rates
A 10% charge on the sum of money being sent will be applied on each transaction.
The sum of 0.4 silver coins per item is applied for shipping of other items.
Dispatch Time
When sending money, there is a fixed dispatch time of two hours for every 125 silver coins sent.
125 coins => 2 hours 251 coins => 4 hours
For other items, the delivery time taken for the dispatch depends on the distance (city/country) between the sender and recipient. The minimum dispatch time is one hour. An additional penalty of 25 minutes for every 50 kg carried will be applied.
milan - genoa with 30 kg => about one hour milan - ganoa with 80 kg => 1h 25 minutes
Notes
- The action is non-blocking, since the items/objects are sent via courier.
- You can send items to players located anywhere in Europe
- You can also send multiple items/objects, not just one.
- You cannot send items to those who are in prison, or if you are incarcerated.
Each shipment is monitored and recorded, and reports of items between players is analyzed periodically. If you use the same IP for both work or school, please send a message to info [at] medieval-europe [dot] eu.
Item Weight
The 'inventory' displays the weight of each object.
At the present moment the weight limit check of owned items/objects is not enabled.