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* Each drink container has "charges" associated with it. After the the charges have been used, the container is empty and must be refilled. For example, a typical canteen has three charges, and can be refilled at the nearest well, water barrel, or clear water spring. | * Each drink container has "charges" associated with it. After the the charges have been used, the container is empty and must be refilled. For example, a typical canteen has three charges, and can be refilled at the nearest well, water barrel, or clear water spring. | ||
* Craftable beverages (e.g. | * Craftable beverages (e.g. alcohol and juice) each have a different number of charges. Some beverages quench your thirst better than other beverages. #REDIRECT [[CNR]] Just as with weapons, armor and other items, the best beverages are crafted and not bought from vendors. | ||
* Alcoholic beverages have different strengths represented by a [[Fortitude]] save [[DC]]. [[Alcohol]] works like a temporary [[poison]] for the mind, affecting your character's mental ability scores upon failure of the [[Fortitude]] save. | * Alcoholic beverages have different strengths represented by a [[Fortitude]] save [[DC]]. [[Alcohol]] works like a temporary [[poison]] for the mind, affecting your character's mental ability scores upon failure of the [[Fortitude]] save. | ||
* Your character will receive messages indicating his/her thirst status. Your first message is usually "You are feeling a bit thirsty." If you do not drink, additional messages will follow indicating that the character is growing thirstier. | * Your character will receive messages indicating his/her thirst status. Your first message is usually "You are feeling a bit thirsty." If you do not drink, additional messages will follow indicating that the character is growing thirstier. | ||