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		<id>http://www.wiki.medieval-europe.eu/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Corinthius</id>
		<title>Medieval Europe - User contributions [en]</title>
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		<updated>2026-04-12T20:34:42Z</updated>
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	<entry>
		<id>http://www.wiki.medieval-europe.eu/index.php?title=Your_Character</id>
		<title>Your Character</title>
		<link rel="alternate" type="text/html" href="http://www.wiki.medieval-europe.eu/index.php?title=Your_Character"/>
				<updated>2010-10-25T11:27:12Z</updated>
		
		<summary type="html">&lt;p&gt;Corinthius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Creation =&lt;br /&gt;
&lt;br /&gt;
See [[char Creation]] &lt;br /&gt;
&lt;br /&gt;
= Main character attributes = &lt;br /&gt;
&lt;br /&gt;
Energy, Health and satiety are attributes central to the mechanics of the game, and are represented by three bars located on the right column. &lt;br /&gt;
&lt;br /&gt;
== Energy  ==&lt;br /&gt;
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. &lt;br /&gt;
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. &lt;br /&gt;
If you rest in the tavern, Rest factor is a random value between two fixed values, and is influenced by satiety and the constitution. &lt;br /&gt;
&lt;br /&gt;
== Satiety == &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
= Inventory = &lt;br /&gt;
From the home page you can view the inventory items owned and worn by the character, you can also equip, use or send objects. &lt;br /&gt;
&lt;br /&gt;
==  Wear items  == &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
On the screen 'inventory, you can see the top left of the defense and the values of' attack (which are influenced by 'equipment). &lt;br /&gt;
&lt;br /&gt;
 NB: In battle, the damage inflicted and received is also determined by 'wear weapons, the strength and' &lt;br /&gt;
 energy of the duelists. &lt;br /&gt;
&lt;br /&gt;
==  Remove items  == &lt;br /&gt;
To remove items worn, simply click on the slot of the human body where the 'object is worn. &lt;br /&gt;
&lt;br /&gt;
== Use Objects == &lt;br /&gt;
To use an item, simply click on 'location, you'll see a tooltip with the command''U.S.''(if applicable). &lt;br /&gt;
&lt;br /&gt;
== Send items == &lt;br /&gt;
&lt;br /&gt;
E 'can send items or money to other characters via a courier. &lt;br /&gt;
&lt;br /&gt;
=== Rates === &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 === Dispatch Time === &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Notes === &lt;br /&gt;
&lt;br /&gt;
* 'S action is non-blocking, since the objects are sent via courier. &lt;br /&gt;
* E 'can send items to players located anywhere * E' can send multiple objects, not just a &lt;br /&gt;
* You can send items to those in prison, or if you are incarcerated. &lt;br /&gt;
&lt;br /&gt;
  '''Note:''' Each shipment is monitored and recorded, and reports of items between players is analyzed periodically. &lt;br /&gt;
  If you go out with the same IP as you are at work or school, send a message'''info [at] medieval-europe [dot] eu'''. &lt;br /&gt;
&lt;br /&gt;
== Item Weight  == &lt;br /&gt;
In 'inventory shows the weight of each object, when limits on the weight of objects held not enabled.&lt;/div&gt;</summary>
		<author><name>Corinthius</name></author>	</entry>

	<entry>
		<id>http://www.wiki.medieval-europe.eu/index.php?title=Your_Character</id>
		<title>Your Character</title>
		<link rel="alternate" type="text/html" href="http://www.wiki.medieval-europe.eu/index.php?title=Your_Character"/>
				<updated>2010-10-25T11:26:38Z</updated>
		
		<summary type="html">&lt;p&gt;Corinthius: Created page with '= Character Creation =  See Character Creation   = Main character attributes =   Energy, Health and satiety are attributes central to the mechanics of the game, and are repre…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Character Creation =&lt;br /&gt;
&lt;br /&gt;
See [[Character Creation]] &lt;br /&gt;
&lt;br /&gt;
= Main character attributes = &lt;br /&gt;
&lt;br /&gt;
Energy, Health and satiety are attributes central to the mechanics of the game, and are represented by three bars located on the right column. &lt;br /&gt;
&lt;br /&gt;
== Energy  ==&lt;br /&gt;
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. &lt;br /&gt;
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. &lt;br /&gt;
If you rest in the tavern, Rest factor is a random value between two fixed values, and is influenced by satiety and the constitution. &lt;br /&gt;
&lt;br /&gt;
== Satiety == &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
= Inventory = &lt;br /&gt;
From the home page you can view the inventory items owned and worn by the character, you can also equip, use or send objects. &lt;br /&gt;
&lt;br /&gt;
==  Wear items  == &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
On the screen 'inventory, you can see the top left of the defense and the values of' attack (which are influenced by 'equipment). &lt;br /&gt;
&lt;br /&gt;
 NB: In battle, the damage inflicted and received is also determined by 'wear weapons, the strength and' &lt;br /&gt;
 energy of the duelists. &lt;br /&gt;
&lt;br /&gt;
==  Remove items  == &lt;br /&gt;
To remove items worn, simply click on the slot of the human body where the 'object is worn. &lt;br /&gt;
&lt;br /&gt;
== Use Objects == &lt;br /&gt;
To use an item, simply click on 'location, you'll see a tooltip with the command''U.S.''(if applicable). &lt;br /&gt;
&lt;br /&gt;
== Send items == &lt;br /&gt;
&lt;br /&gt;
E 'can send items or money to other characters via a courier. &lt;br /&gt;
&lt;br /&gt;
=== Rates === &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
 === Dispatch Time === &lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== Notes === &lt;br /&gt;
&lt;br /&gt;
* 'S action is non-blocking, since the objects are sent via courier. &lt;br /&gt;
* E 'can send items to players located anywhere * E' can send multiple objects, not just a &lt;br /&gt;
* You can send items to those in prison, or if you are incarcerated. &lt;br /&gt;
&lt;br /&gt;
  '''Note:''' Each shipment is monitored and recorded, and reports of items between players is analyzed periodically. &lt;br /&gt;
  If you go out with the same IP as you are at work or school, send a message'''info [at] medieval-europe [dot] eu'''. &lt;br /&gt;
&lt;br /&gt;
== Item Weight  == &lt;br /&gt;
In 'inventory shows the weight of each object, when limits on the weight of objects held not enabled.&lt;/div&gt;</summary>
		<author><name>Corinthius</name></author>	</entry>

	<entry>
		<id>http://www.wiki.medieval-europe.eu/index.php?title=CharCreation</id>
		<title>CharCreation</title>
		<link rel="alternate" type="text/html" href="http://www.wiki.medieval-europe.eu/index.php?title=CharCreation"/>
				<updated>2010-07-18T14:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;Corinthius: /* Char Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name choice==&lt;br /&gt;
&lt;br /&gt;
The choice of the name is very important, and only first names pertaining to the Medieval period are allowed. It is possible to use the automatic name generator (at the moment only Italian names can be generated) but player is also free to enter a brand new one.  &lt;br /&gt;
&lt;br /&gt;
Names that are not in accordance with the historical period will be assessed by the staff and a request for changing the name will be sent to the those whose name does not comply to the rules.&lt;br /&gt;
&lt;br /&gt;
==Char Attributes==&lt;br /&gt;
When you start out in the world of Medieval Europe, you will have the opportunity to set some base skills. Strength, Dexterity, Charisma, Constitution and intelligence. These attribution points will contribute a lot to the game play and the way you play your character, for example - strength will allow a character to do certain physical actions with more ease than others, therefore it's encouraged naturally to take a path of physical labor at first. &lt;br /&gt;
&lt;br /&gt;
For this reason, it's very important that you consider the way you allocate these points. Below there is a description about each attribute and how it affects a character.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength represents the physical attributes of a character, they will be able to endure more physically daunting tasks with ease, therefore actions which require this strength will have the time taken to completion reduced, for example mining. &lt;br /&gt;
&lt;br /&gt;
===Dexterity===&lt;br /&gt;
Dexterity represents the grace and the skill related to physical activity.  It may influence the time required to execute an action, the wear factor of a tool, and fight performance.&lt;br /&gt;
&lt;br /&gt;
===Charisma===&lt;br /&gt;
Charisma is a personal and rare quality, a personal magnetic characteristic that can positively influence the connection with other persons. It may determine the selling price and purchase of items.&lt;br /&gt;
&lt;br /&gt;
===Constitution===&lt;br /&gt;
Constitution is the physical makeup of a person.  A person may be of strong or weak constitution. It influences the health recovery period plus the time needed to regain one's strength back.&lt;br /&gt;
&lt;br /&gt;
===Intelligence===&lt;br /&gt;
Intelligence is the mental ability to learn and to apply the knowledge to easily adapt to new environments. It may influence the time required to execute an action and prevent (if it's too low) the execution of some actions.&lt;/div&gt;</summary>
		<author><name>Corinthius</name></author>	</entry>

	<entry>
		<id>http://www.wiki.medieval-europe.eu/index.php?title=CharCreation</id>
		<title>CharCreation</title>
		<link rel="alternate" type="text/html" href="http://www.wiki.medieval-europe.eu/index.php?title=CharCreation"/>
				<updated>2010-07-18T14:24:35Z</updated>
		
		<summary type="html">&lt;p&gt;Corinthius: /* Char Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Name choice==&lt;br /&gt;
&lt;br /&gt;
The choice of the name is very important, and only first names pertaining to the Medieval period are allowed. It is possible to use the automatic name generator (at the moment only Italian names can be generated) but player is also free to enter a brand new one.  &lt;br /&gt;
&lt;br /&gt;
Names that are not in accordance with the historical period will be assessed by the staff and a request for changing the name will be sent to the those whose name does not comply to the rules.&lt;br /&gt;
&lt;br /&gt;
==Char Attributes==&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength represents the physical attributes of a character, they will be able to endure more physically daunting tasks with ease, therefore actions which require this strength will have the time taken to completion reduced, for example mining. &lt;br /&gt;
&lt;br /&gt;
===Dexterity===&lt;br /&gt;
Dexterity represents the grace and the skill related to physical activity.  It may influence the time required to execute an action, the wear factor of a tool, and fight performance.&lt;br /&gt;
&lt;br /&gt;
===Charisma===&lt;br /&gt;
Charisma is a personal and rare quality, a personal magnetic characteristic that can positively influence the connection with other persons. It may determine the selling price and purchase of items.&lt;br /&gt;
&lt;br /&gt;
===Constitution===&lt;br /&gt;
Constitution is the physical makeup of a person.  A person may be of strong or weak constitution. It influences the health recovery period plus the time needed to regain one's strength back.&lt;br /&gt;
&lt;br /&gt;
===Intelligence===&lt;br /&gt;
Intelligence is the mental ability to learn and to apply the knowledge to easily adapt to new environments. It may influence the time required to execute an action and prevent (if it's too low) the execution of some actions.&lt;/div&gt;</summary>
		<author><name>Corinthius</name></author>	</entry>

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