» Fri May 27, 2011 9:33 pm
ENERGY POINTS:
A fit character begins well-rested, well-fed and quenched. But your character tires, becomes hungrier and thirstier through the day and is rejuvenated by rest, food and water. Your energy points (EP) fall more rapidly through exhaustive acts like combat, running and jumping.
-Water: The most important of the three requirements, your character can only go for six hours (in real time) before he begins to make parched noises. Your character can purchase canteens in varying sizes that are filled at lakes, streams and public wells. You may also drink directly from these sources to reached 'quenched' status. The quality of water is important. Dirty water and rotten food may even give the player a disease. Water gives less energy than food or rest, but is freely available all over the world.
-Food: Your character can go for about six hours (in real time) without food before his stomach starts to rumble. Meat spoils sooner than bread and dried food, but also provides more energy. Cooked meat is more appetising than raw meat, but those who eat raw meat regularly begin to extract more energy from it than cooked and dried meats.
-Rest: You character can go about eighteen hours (in real time) before he starts yawning. He can rest pretty much anywhere that isn't intemperate or festering with enemies. You cannot rest for a specific time in TES V. The quality of rest will determine when you wake up and also how much energy you replenish. Sleeping on a hard floor or in a cold climate is not as refreshing as sleeping at an expensive inn. Clothiers will sell you sleeping bags and bedrolls.
Advantages of being...
-Well-rested, well-fed and quenched: XP @ 200%, HP +2 per second
-Two out of three: XP @ 150%, HP +1 per second
Disadvantages of being...
-Jaded: Vision blurs @ 50% distance
-Jaded, hungry and thirsty: XP @ 50%
-Two out of three: XP @ 75%
Food, water and rest do not restore HP, though being fully-fit restores health slowly. It is important then to take potions and spells on long journeys. Your overall EP (out of 100) is a combination of how hungry, thirsty and tired you are, divided by three. So, you can't just sleep it off when you have low energy; you must eat and drink regularly as well. A well-rested character will be able to sleep no more than a full-up character could touch another morsel. If your character is well-fed and quenched and then gets good sleep, he will be fully healed when he wakes up.
It must be stressed the energy system should not intrude on what makes TES fun: exploring limitless fantastic realms. Hunger and thirst will take several hours of real time game play to begin to affect the player and will never kill him. A malnourished player could feasibly not eat, drink or sleep at all, though it would be much tougher to succeed this way because XP earned declines sharply.
Survival & The Environment:
The energy system comes to life when you make the determination to journey the wilds beyond the city walls. Travelling becomes strategic. Sneak up on a bandit in the dark, slip a knife between his ribs, take his sundries and rest at his camp. Plot an active course on your map of which inns to visit en route to your destination. Predict what sort of journey it might be and prepare sufficient food and drink, a sleeping bag and medicine.
Adept travellers will learn to survive on wild fungi, fruit, vegetables, berries and algae (though certain species are poisonous), besides hunting wild animals and fish. Having killed a deer or boar, you can cut off flesh with an edged weapon to take with you, or set up camp and eat in one sitting.
Healing injuries: Even after killing your enemy, he may have inflicted a wound that alerts creatures to blood trails and the scent of blood. You slowly lose HP from a bleeding wound and risk infection if left untreated. Combat this with restoration magic and potions, a first aid kit (comprising sutures and gauze), or even a makeshift natural alternative. Mud from river banks and tree sap can stop bleeding, though neither solution is permanent. It is possible to cauterise wounds by applying heated metal to the wound, though this leaves a scar. There are two ways to heat your sword: ask a blacksmith to do it, or put your weapon into an open fire.
Camp: Your quality of rest will improve if you set up a camp, or invade someone else's. Flint and tinder, available from stones on the ground and trees and grass, are required to start a fire. Mages can also alight tinder with a fire spell. Note it is impossible to set up a fire in rain, snow or gales.
Trees: Using a chopping weapon, harvest wood from tree trunks for use in starting a fire. Smaller branches can be snapped off or cut. High quality wood (e.g. ebony) can be harvested for the creation of shields and for selling to carpenters. Tree sap can be used to glue wounds together similarly to sutures.
Traps: Set up traps to ensnare animals and trackers. Beware traps set up for you! The common trap is a trip wire or net covered with overgrowth.