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Difference between revisions of "Clothes"

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Wearing clothes in Medieval Europe it's important. Wearing clothes while doing some actions can reduce the time to complete them, while not wearing them may increase it. To exercise functions linked to specific role, the character must fulfill some requirements (charisma, intelligence etc), so clothes or jewels that increase charisma are very important. Clothes gives a charisma malus to the characters not wearing them.
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Wearing clothes in Medieval Europe it's important: '''they can save you from catching some illness, like flu''' and '''they are required to work or to complete some Religious functions'''. Some of them can also increase your Charisma.
  
 
==Coloring Clothes==
 
==Coloring Clothes==
 
Some clothes can be colored with a [[Dye Bowl]]. To color clothes, right click on them, choose 'Dye' option and choose the color.
 
Some clothes can be colored with a [[Dye Bowl]]. To color clothes, right click on them, choose 'Dye' option and choose the color.
 
==Working: Maluses and Bonuses==
 
Some malus and bonuses on crafting/working time will be applied in relation on what the player is wearing:
 
 
==Clothes Bonus==
 
 
Time needed to craft items may increase or decrease in relation on what the player is wearing:
 
 
{|class='hor-minimalist-a'
 
|-
 
!Body Part
 
!Nothing
 
!Rags
 
!Normal
 
!Armor
 
|-
 
|Torso or Body
 
|30%
 
|0%
 
| -7%
 
|10%
 
|-
 
|Legs
 
|30%
 
|0%
 
| -7%
 
|10%
 
|-
 
|Feet
 
|10%
 
|0%
 
| -3%
 
|0%
 
|-
 
|}
 
  
 
==Charisma: Maluses==
 
==Charisma: Maluses==

Revision as of 10:24, 11 August 2016

Wearing clothes in Medieval Europe it's important: they can save you from catching some illness, like flu and they are required to work or to complete some Religious functions. Some of them can also increase your Charisma.

Contents

Coloring Clothes

Some clothes can be colored with a Dye Bowl. To color clothes, right click on them, choose 'Dye' option and choose the color.

Charisma: Maluses

Players who are not wearing clothes will have the following maluses:

Body Part None Wearing rags or shoes Other Clothes
Body/Torso -2 -1 0
Legs -3 -2 0
Feet -1 0 0
Total -6 -3 0

Accessing structures, structures functions

A character with a role (that controls a structure), will need to wear clothes on torso, legs and feets in order to access the structure. Additionally, the clothes must be of quality (no rags are allowed).

Consumption

Clothes wears off depending on the action that the character does:

Action Classification Consume Notes Example: Original time (hours) 1 action consumes 3 x action consumes Notes
Excommunicate Light 0.11% Per each original hour 6 0.66% 1.98%
Study Light 0.11% Per each original hour 0.00% 0.00% Depends on player input
Pray Light 0.11% Per each original hour 2 0.22% 0.66%
Watch Surroundings Light 0.11% Per each original hour 2 0.22% 0.66%
Sow a field Light 0.11% Per each original hour 2 0.22% 0.66%
Move Light 0.11% Per each original hour 1.5 0.17% 0.50% Depends on destination
Fish Light 0.11% Per each original hour 3 0.33% 0.99%
Initiate Light 0.11% Per each original hour 2.5 0.28% 0.83%
Search Dump Light 0.11% Per each original hour 2 0.22% 0.66%
Search Plants Light 0.11% Per each original hour 3 0.33% 0.99%
Feed Animals Medium 0.13% Per each original hour 0.00% 0.00% (depends on breeding type and alive stock)
Gather Animals byproducts Medium 0.13% Per each original hour 0.00% 0.00% (depends on breeding type and alive stock)
Clean prisons Light 0.11% Per each original hour 2.5 0.28% 0.83%
Craft Medium 0.13% Per each original hour 3 0.39% 1.17%
Damage structure Heavy 0.15% Per each original hour 2 0.30% 0.90%
Dig Heavy 0.15% Per each original hour 3 0.45% 1.35%
Cut wood Heavy 0.15% Per each original hour 3 0.45% 1.35%
Repair structure Heavy 0.15% Per each original hour 2 0.30% 0.90%
Upgrade shop inventory Heavy 0.15% Per each original hour 12 1.80% 5.40%
Shovel Heavy 0.15% Per each original hour 3 0.45% 1.35%
Harvest Heavy 0.15% Per each original hour 2 0.30% 0.90%
Butchering Heavy 0.15% Per each original hour 1 0.15% 0.45%
Build structure Heavy 0.15% Per each original hour 0.00% 0.00% Depends on player input
Upgrade shop level Heavy 0.15% Per each original hour 0.00% 0.00% Depends on player input

Clothes List

Clothes and items produced in the tailor shop.

Item Weight (Kg) Min produced items Max produced items Sex Each slot completes Shop Crafting time (hours) Needed items
Boots 0,8 1 1 * 100% Tailor 6 4 leather_piece
Fishing Net 5 1 1 * 100% Tailor 5 35 linen_yarn
Female Hat 0,1 1 1 Female 100% Tailor 4 10 cotton_yarn
Male Hat 0,1 1 1 Male 100% Tailor 4 10 cotton_yarn
Hood 0,1 1 1 * 100% Tailor 4 10 wool_yarn
Hose 0,2 1 1 Male 100% Tailor 4 10 linen_yarn
Striped Hose 0,15 1 1 Male 100% Tailor 4 12 cotton_yarn
Leather Trousers 2 1 1 * 100% Tailor 4 6 leather_piece
Strong Leather Trousers 2 1 1 * 100% Tailor 4 3 iron_piece, 6 leather_piece
Mantis 1 1 1 * 100% Tailor 5 1 wood_piece, 1 leather_piece
Mitra 1 1 1 * 100% Tailor 4 3 cotton_yarn, 50 silk_yarn
Noblewoman Gown 0,18 1 1 Female 100% Tailor 4 6 cotton_yarn, 10 silk_yarn
Simple Robe 0,2 1 1 Female 100% Tailor 4 10 wool_yarn, 6 cotton_yarn
Short Sleeve Shirt 0,1 1 1 Male 100% Tailor 5 10 linen_yarn
Long Sleeve Shirt 0,08 1 1 Male 100% Tailor 6 20 silk_yarn
Female Shoes 0,35 1 1 Female 100% Tailor 4 3 leather_piece
Male Shoes 0,4 1 1 Male 100% Tailor 4 3 leather_piece
Bishop Tunic 3,5 1 1 * 100% Tailor 7 20 silk yarn, 9 wool_yarn, 12 cotton_yarn
Cardinal Tunic 3,5 1 1 * 100% Tailor 7 20 silk yarn, 9 wool_yarn, 12 cotton_yarn
Pope Tunic 4 1 1 * 100% Tailor 9 20 silk yarn, 10 wool_yarn, 15 cotton_yarn
Priest Tunic 3 1 1 * 100% Tailor 6 20 silk yarn, 10 cotton_yarn, 12 linen yarn
Veil 0,06 1 1 Female 100% Tailor 4 20 silk_yarn, 6 linen_yarn
Shirt (Rags) 0,02 1 1 Male 100% Tailor 3 2 linen yarns
Trousers (Rags) 0,02 1 1 Male 100% Tailor 3 3 linen yarns
Robe (Rags) 0,02 1 1 Female 100% Tailor 3 5 linen yarns
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