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'''State of character''' is determined by several separate meters for hunger (food), thirst (water), tiredness (rest), and alcohol intoxication (sobriety).
'''State of character''' is determined by several separate meters for hunger (food), thirst (water), tiredness (rest), and alcohol intoxication (sobriety).


Also known as H/T/R and the Survival system.


== State meter ==
== State meter ==


The starting state of characters is this:
The starting state of characters is this:
:Food: +75.0% (75.0%)
:Hunger: +75.0% (75.0%)
:Water: +75.0% (75.0%)
:Thirst: +75.0% (75.0%)
:Rest: +25.0% (25.0%)
:Rest: +25.0% (25.0%)
:Sobriety: +100.0% (100.0%)
:Sobriety: +100.0% (100.0%)
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The [[Flags_(area)#.5BRest.5D|[Rest]]] flag of area indicates that the area can be rested in comfortably. To rest elsewhere, characters' rest meter has to be below 50% to rest.
The [[Flags_(area)#.5BRest.5D|[Rest]]] flag of area indicates that the area can be rested in comfortably. To rest elsewhere, characters' rest meter has to be below 50% to rest. Bars and inns are generally flagged with [Rest], and the H/T/R meters will not go down while in the area. Note the Piety will still go down, and Sobriety will be recovered.


== Roleplaying tips ==
== Roleplaying tips ==

Revision as of 02:28, 31 March 2016

State of character is determined by several separate meters for hunger (food), thirst (water), tiredness (rest), and alcohol intoxication (sobriety).


Also known as H/T/R and the Survival system.

State meter

The starting state of characters is this:

Hunger: +75.0% (75.0%)
Thirst: +75.0% (75.0%)
Rest: +25.0% (25.0%)
Sobriety: +100.0% (100.0%)


While character is in game(IG), each IG hour will meter for hunger (food), thirst (water), and tiredness (rest) decrease. The decrease will depend on many factors, for example the activity of character (running around is more tiresome than sitting in library) and weather conditions (hot summer makes one thirsty).

The intoxication (sobriety) meter will increase at the same time, but not display once it is on 100%.


When any of the meters reaches 0, character will become affected by shortage of comfort. Animation of "tiredness" will start to appear and interrupt any activity, including fighting or casting of spells. From -10% ability damages start to appear and increase in time. If hit points of character fall under 0 due to loss of constitution or if meter reaches -100%, the character will die.


Note that the state of character is updated even while possessing a familiar and that wizard can still die of exhaustion, hunger or thirst this way.


The [Rest] flag of area indicates that the area can be rested in comfortably. To rest elsewhere, characters' rest meter has to be below 50% to rest. Bars and inns are generally flagged with [Rest], and the H/T/R meters will not go down while in the area. Note the Piety will still go down, and Sobriety will be recovered.

Roleplaying tips

There are no rules how exactly should rest be roleplayed. This means that Resting is not strictly sleeping, and may be played either way. Resting in the middle of the street is usually not a good idea. But everything is possible from lengthy paragraphs describing the removal and careful arrangement of armour before settling down for a quick shut-eye, to "*crouches to tie his shoe*".


Players represent rest in many different ways depending on their character, situation and place. Some examples with emotes follows:

  • Nap or sleep - *Removes his armour, checking it and his blade over thoroughly* or *Leans against the wall, closing his eyes in thought*
  • Meditation, reading of spellbook (Wizards)
  • Focusing of mind or meditation (Monk)
  • Praying to god (Clerics) - *Closes his eyes, kneeling for a few minutes in silent prayer*
  • Curls up somewhere like an animal and just sleep (Druid)
  • Sharpen the blades, arrange the arrows in the quiver, feed the companion (Rangers)
  • Pretends not to actually rest, for example in middle of long conversation when rest would seen out of place - *Ties his shoes*
  • Reverie (Elves)