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persistence [2020/01/05 14:08] aster created |
persistence [2024/09/20 01:25] (current) poldora Out of date |
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<h1 id="firstHeading" class="firstHeading" lang="en">Persistence</h1> | <h1 id="firstHeading" class="firstHeading" lang="en">Persistence</h1> |
| <center><p style="border:3px; border-style:solid; border-color:#FF0000; padding: 1em;"><b>This info might be out of date.</b><br> Please proceed with caution while we work on getting it updated. <br>September 2024</p></center> |
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<div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><table style="width:100%;margin-right: auto;margin-left: auto;border-bottom-right-radius: 8px;border-bottom-left-radius: 8px;border-top-right-radius: 8px;border-top-left-radius: 8px;font-size: 16px;font-weight: normal;margin-bottom: 1em;background: #fcfcfc;border-style: solid;border-width: 1px;border-color: #333333;"> | <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><table style="width:100%;margin-right: auto;margin-left: auto;border-bottom-right-radius: 8px;border-bottom-left-radius: 8px;border-top-right-radius: 8px;border-top-left-radius: 8px;font-size: 16px;font-weight: normal;margin-bottom: 1em;background: #fcfcfc;border-style: solid;border-width: 1px;border-color: #333333;"> |
<td style="padding: 0.2em 0.4em 0px;">Time | <td style="padding: 0.2em 0.4em 0px;">Time |
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<td style="padding: 0.2em 0.4em 0px;">Time moves in Marosia. When a player logs off, the world does not wait - time will pass. Each real hour is an hour in the game. Each day in Marosia is a total of 12 hours, with each phase of the day (morning, afternoon, evening) divided over every 4 hours. Every 10 real days is a game year. | <td style="padding: 0.2em 0.4em 0px;">Time moves in Marosia. When a player logs off, the world does not wait - time will pass. One In Game Hour = One Real Life Hour, One In Game Day (12 In Game Hours) = 12 Real Life Hours, One In Game Year (20 In Game Days) = 10 Real Life Days. |
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<td style="padding: 0.2em 0.4em 0px;">Seasons | <td style="padding: 0.2em 0.4em 0px;">Seasons |
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<td style="padding: 0.2em 0.4em 0px;">Seasons change between spring, summer, fall, and winter. | <td style="padding: 0.2em 0.4em 0px;">Seasons change between spring, summer, fall, and winter. It is one season per year. |
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<td style="padding: 0.2em 0.4em 0px;">Weather | <td style="padding: 0.2em 0.4em 0px;">Weather |
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<td style="padding: 0.2em 0.4em 0px;">Weather may change depending on the major biome of a tile and the season. | <td style="padding: 0.2em 0.4em 0px;">Weather may change depending on the major biome of a tile and the season and may not necessarily be in line with expected norms. |
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<td style="padding: 0.2em 0.4em 0px;">Aging | <td style="padding: 0.2em 0.4em 0px;">Aging |
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<td style="padding: 0.2em 0.4em 0px;">With each year that passes, your character will grow in age. Age affects a number of things depending on the <a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Races" title="Races">race</a> lifespan. Once the age of the race lifespan is met, the character will begin rolling weekly for being set to incapability. The percentage chance of success is (age - lifespan) + 35. When your character reaches their end, they will be made incapable and a message will be sent to notify you. After a week, the character will die naturally. Be aware, if your old character falls incapable for some other reason, and they are already nearing the end of their lifespan, their body may not be able to handle the trauma and could succumb to death earlier than a week. | <td style="padding: 0.2em 0.4em 0px;">With each year that passes, your character will grow in age. Age affects a number of things depending on the <a href="https://www.marosia.com/doku/doku.php?id=races" title="Races">race</a> lifespan. Once the age of the race lifespan is met, the character will begin rolling yearly for being set to old age incapability, you can also enable early old age death via your character tab under actions to roll on purpose upon ageing up next. This can be toggled on and off up until the daily tick of the character's ageing day. The percentage chance of success is ((age - lifespan) / 2) + 1. <br>When your character reaches their end, they will be made incapable and a message will be sent to notify you. After a year, the character will die naturally. You are able to end your character's life in this stage via the kill button on your character card, this will keep the corpse message as one of old age. Other players can also press said kill button, this will cause death by a fatal strike. |
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<td style="padding: 0.2em 0.4em 0px;">Hunger | <td style="padding: 0.2em 0.4em 0px;">Hunger |
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<td style="padding: 0.2em 0.4em 0px;">As time goes on, your character will grow hungry. Hunger decays at a rate of -12 per day. | <td style="padding: 0.2em 0.4em 0px;">As time goes on, your character will grow hungry. Hunger decays at a rate of -12 per day and occurs at the daily tick. |
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<td style="padding: 0.2em 0.4em 0px;">Health | <td style="padding: 0.2em 0.4em 0px;">Health |
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<td style="padding: 0.2em 0.4em 0px;">If your character has been hurt, it's alright if you don't have medicine. They will heal over time slowly at a rate of +1 per hour, but this doesn't apply to <a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Combat#Injuries" title="Combat"> injuries</a>. They will heal naturally more quickly in a house with at least 5 pieces of furniture, where their average quality is added to regeneration per hour in residences, rooms, and castles. Tamed animals also heal over time at +6 per day, but heal twice as fast if there is a barn. | <td style="padding: 0.2em 0.4em 0px;">If your character has been hurt, it's alright if you don't have medicine. They will heal over time slowly at a rate of +1 per hour, but this doesn't apply to <a href="https://www.marosia.com/doku/doku.php?id=combat#Injuries"> injuries</a>. They will heal naturally more quickly in a house with at least 5 pieces of furniture, where their average quality is added to regeneration per hour in residences, rooms, and castles. Tamed animals also heal over time at +6 per day, but heal twice as fast if there is a barn. |
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<td style="padding: 0.2em 0.4em 0px;">Project Progress | <td style="padding: 0.2em 0.4em 0px;">Project Progress |
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<td style="padding: 0.2em 0.4em 0px;">Every hour that passes, any <a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Projects" title="Projects">projects</a> that have active participants will gain progress. If the project is a job, participants will also get paid every hour (as long as the employer is in the area). | <td style="padding: 0.2em 0.4em 0px;">Every hour that passes, any <a href="https://www.marosia.com/doku/doku.php?id=projects">projects</a> that have active participants will gain progress. If the project is a job, participants will also get paid every hour (as long as the employer is in the area). |
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<td style="padding: 0.2em 0.4em 0px;">Starvation | <td style="padding: 0.2em 0.4em 0px;">Starvation |
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<td style="padding: 0.2em 0.4em 0px;">Once hunger reaches 0, a character will become <a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Combat" title="Combat">incapable</a>. If the incapable person has no food in their inventory to auto-eat, they will perish the next day. | <td style="padding: 0.2em 0.4em 0px;">Once hunger reaches 0, a character will become <a href="https://www.marosia.com/doku/doku.php?id=combat#Incapability">incapable</a>. Incapable characters do not auto-eat but their hunger is uplifted to 30% giving 3 Real Life Days before starvation kills the character. |
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<td style="padding: 0.2em 0.4em 0px;">Animals | <td style="padding: 0.2em 0.4em 0px;">Animals |
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<td style="padding: 0.2em 0.4em 0px;"><a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Animals" title="Animals">Animals</a> will come into the area and depending on its stats they may attack people, projects, or other tamed animals in the area. | <td style="padding: 0.2em 0.4em 0px;"><a href="https://www.marosia.com/doku/doku.php?id=animals">Animals</a> will come into the area and depending on its stats they may attack people, projects, or other tamed animals in the area. |
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<td style="padding: 0.2em 0.4em 0px;">Child <a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Spawning" title="Spawning">Spawning</a> | <td style="padding: 0.2em 0.4em 0px;">Child <a href="https://www.marosia.com/doku/doku.php?id=spawning">Spawning</a> |
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<td style="padding: 0.2em 0.4em 0px;">A child may spawn if there is a mother awaiting the blessing of life who has a child soul matched to them. | <td style="padding: 0.2em 0.4em 0px;">A child may spawn if there is a mother awaiting the blessing of life who has a child soul matched to them. |
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<td style="padding: 0.2em 0.4em 0px;">Travelling | <td style="padding: 0.2em 0.4em 0px;">Travelling |
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<td style="padding: 0.2em 0.4em 0px;">Hibernation | <td style="padding: 0.2em 0.4em 0px;">Hibernation |
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<td style="padding: 0.2em 0.4em 0px;">Daily, <a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Communication#Hiberation" title="Communication"> hibernating</a> characters will be checked to see if they are supposed to come out of that state. | <td style="padding: 0.2em 0.4em 0px;">Daily, <a href="https://www.marosia.com/doku/doku.php?id=account_settings&s[]=hibernation#Hibernation"> hibernating</a> characters will be checked to see if they are supposed to come out of that state. |
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<td style="padding: 0.2em 0.4em 0px;">Orders | <td style="padding: 0.2em 0.4em 0px;">Orders |
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<td style="padding: 0.2em 0.4em 0px;">Hourly, <a href="/web/20190829205941/http://www.wiki.marosia.com/index.php?title=Guards" title="Guards"> orders</a> for guards and groups will be checked to attack their targets. | <td style="padding: 0.2em 0.4em 0px;">Hourly, <a href="https://www.marosia.com/doku/doku.php?id=guards"> orders</a> for guards and groups will be checked to attack their targets. |
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<td style="padding: 0.2em 0.4em 0px;">Inactivity | <td style="padding: 0.2em 0.4em 0px;">Inactivity |
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