Fatigue System: Difference between revisions

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Created page with "All characters have a pool of 100 fatigue. Any actions in game that have the chance to generate resources will use fatigue, generally a single point. Examples of these actions are Fishing, Skinning an animal, searching a junk pile, attempting to gather a plant. The goal of this system is to promote choice in how you spend your character's energy, and promote a level of resource scarcity in the economy. You will not be be able to harvest every scrap pile you see or catch..."
 
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All characters have a pool of 100 fatigue. Any actions in game that have the chance to generate resources will use fatigue, generally a single point. Examples of these actions are Fishing, Skinning an animal, searching a junk pile, attempting to gather a plant.
= Fatigue System =


The goal of this system is to promote choice in how you spend your character's energy, and promote a level of resource scarcity in the economy. You will not be be able to harvest every scrap pile you see or catch every fish in the ocean, because your character will not have the energy to do so.
All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.


Some fatigue is regenerated every 10 minutes, and will do so whether or not you are online.
The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately. This creates natural scarcity and encourages trade, preparation, and thoughtful play.
 
== Fatigue Usage ==
 
Fatigue is consumed when a character performs any action that has a chance to yield resources. This includes, but is not limited to:
 
* Fishing
* Skinning animals
* Searching junk piles
* Gathering plants
 
Most of these actions consume one point of fatigue per attempt.
 
== Regeneration ==
 
Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:
 
* '''Hunger and Thirst''': Characters who are well-fed and hydrated will regenerate fatigue more quickly.
* '''Nutrition''': Characters with good nutrition levels gain additional recovery benefits.
* '''Stimulants''': Active stimulant effects can further enhance regeneration.
* '''Addiction''': Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.
* '''Storms''': Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.
 
Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.

Revision as of 13:41, 1 August 2025

Fatigue System

All player characters have a Fatigue pool, with a maximum value of 100. Fatigue represents a character’s available physical and mental energy for performing labor-intensive or skill-based actions.

The fatigue system exists to promote intentional decision-making and to help maintain balance in the game’s economy. Players must choose how to spend their character’s energy rather than attempting to gather all available resources indiscriminately. This creates natural scarcity and encourages trade, preparation, and thoughtful play.

Fatigue Usage

Fatigue is consumed when a character performs any action that has a chance to yield resources. This includes, but is not limited to:

  • Fishing
  • Skinning animals
  • Searching junk piles
  • Gathering plants

Most of these actions consume one point of fatigue per attempt.

Regeneration

Fatigue regenerates automatically at regular intervals (approximately every ten minutes), even while your character is offline. The exact amount of regeneration is influenced by several in-game conditions:

  • Hunger and Thirst: Characters who are well-fed and hydrated will regenerate fatigue more quickly.
  • Nutrition: Characters with good nutrition levels gain additional recovery benefits.
  • Stimulants: Active stimulant effects can further enhance regeneration.
  • Addiction: Stimulant addiction reduces regeneration benefits, and in severe cases can nearly negate them.
  • Storms: Fatigue regeneration increases during storm conditions, encouraging activity during dangerous or unusual weather.

Even under poor conditions, characters will continue to recover fatigue gradually. The system is designed to avoid situations where a character becomes completely stuck due to lack of energy.