Traveling
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Contents |
Traveling in Medieval Europe
The Map
You can travel in Medieval Europe with the use of the Map
Traveling by land
Movements are possible only between adjacent regions. Premium accounts or characters with a Clearance permit will be able to use the Fast-track Net and so moving between non-adjacent regions.
The standard travel time to move from one region to the adjacent one will be 1 hour. Time can be increased depending on the two regions terrain type:
From | To | Time x 1h |
---|---|---|
Flat | Flat | 1x |
Flat | Hilly | 1,2x |
Flat | Mountainous | 1,5x |
Hilly | Flat | 1,2x |
Hilly | Hilly | 1,4x |
Hilly | Mountainous | 1,7x |
Mountainous | Flat | 1,5x |
Mountainous | Hilly | 1,7x |
Mountainous | Mountainous | 2x |
Traveling by sea
To access a Sea region from Land the region must have an Harbor. When traveling by sea, it will be possible to move only between adjacent regions even with a Clearance Permit. It will be possible to land only where an harbor exists.
Standard travel time between Sea regions is 1 hour.
Penalties
Shoes
Appliable to: Land travel
Avoid it with: Horse bonus, Noble status
A penalty will be applied to travel time if the character doesn't wear shoes or boots. A penalty of 50% will be added on travel time. On top to the normal wear off rate (1% a day), shoes will wear off when walking:
Minutes | Wear off % |
---|---|
60 | 0,6 |
90 | 0,9 |
120 | 1,2 |
Weight
Appliable to: Land and Sea travel
If a char is traveling carrying more weight than he can (See ...), the following penalties will be applied:
- Land: 10% is added to time travel for each 5 Kg in excess
- Sea: 10% is added to time travel for each 10 Kg in excess
Energy and Glut
Traveling requires a certain amount of energy and glut, respectively 4% energy and 2% glut for each 30 minutes of travel.
If you don't have the required levels of glut and energy you will still be able to travel but with a malus of 400% on travel time.