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Revision as of 08:25, 1 May 2013 by imported>Cethegus (added: statistical payoff)

In this town, the only part where you can hide is, well.. nowhere. Except maybe in your house. In the first few days of the game, it is generally recommended to upgrade to Tent (costs 2 , uses no resources) but not to Hovel, which uses 6 additional that could be used toward scavenging and building.

Personal Chest

You can keep items in the Personal Chest in your House. Your chest begins with a capacity of 4 slots, but can be expanded in several different ways. Keep in mind that people can steal from your personal chest while you are out of town. Each citizen is allowed to rob once per day. Robberies will be recorded in the Gazette, if the thief is detected.

Residents who have died can also have their houses pillaged (works like a normal robbery). Homes can be recycled for 15 to recover items in the chest (items carried in rucksack are automatically placed in the chest of the deceased) and a chance to recover some of the items used to upgrade it (usually not worth it unless they've upgraded their home quite a bit and invested items in it).

"You can recycle the house where [resident] lived. Everything found inside (i.e. in the inventory) will be placed in the bank. There is also a chance you could recover some of the materials used to build it."

is placed beside recycled house.

Defence

Improving your place of dwelling means you will be better defended during the midnight attack! After the first upgrade, you will also be able to carry out your own projects...

House provides defence, which is the sum of House points, Improvements, Defensive Objects, and Hero Bonuses. With a house or better, you are protected from theft.
[Each Citizen's home contributes 40% of the reported amount to the Town's over all Defence count; IE: a Hovel by itself provides 3 Defence to that citizen and 1.2 Defence to the Town.] (Down from 50% pre Season 3)

However, once you have gotten to some of the more experienced towns(distant region) tent building will be discouraged unless you are a hero, in which case you can build house upgrades inside your tent. It is considered a waste of AP that could be used to scavenge farther or to build basic structures. -ND

The defences gained from Fence and Reinforcements, do contribute to the town's defences.

As of season 3, House (level 4) no longer protects home from theft. It is Air-Raid Shelter and higher level homes that are now protected.

Season 4: Air-Raid Shelter has been renamed Safehouse (level 5). Required resources, defense and built-in theft protection are the same as Seaons 3.

Level Description Defence Requirements
0 Camp Bed 0 Base level
1 Tent 1 2
2 Hovel 3 6
3 Shack 6 4 , Twisted Plank ×1
4 House 10 6 , Wrought Iron ×1
5 Safehouse (renamed Safehouse) 14 6 , Wrought Iron ×2, Twisted Plank ×3
6 Stronghold 20 7 , Twisted Plank ×3, Wrought Iron ×4, Unshaped Concrete Blocks ×1
7 Nuclear Bunker 28 7 , Handful of nuts and bolts ×3, Wrought Iron ×6, Unshaped Concrete Blocks ×2, Sheet Metal (parts) ×1
8 Palace 50 7 , Handful of nuts and bolts ×5, Unshaped Concrete Blocks ×2, Wrought Iron ×10, Twisted Plank ×5, Sheet Metal (parts) ×3

Hero Improvements

Players with Hero days get access to special improvements, which last until the end of the current game. Many of the Hero Upgrades require active usage, and are inaccessible if you lose Hero status later on. However, passive upgrades, such as Chest and Defence improvements, should remain fully functional. Additional Defence provided to the Hero's home does increase the town's defence beyond the building's normal value.

To build any Hero Improvement, you must first have built a Tent.

When successfully building an improvement. Evolution of the link={{{link}}} something... has successfully reached level X !

Fence

The Fence is a passive defence item that provides +3 defence to the Hero's home.

Description Requirements
+3 Home Defence 3 , Metal Support ×1, Rusty Chain ×1

Home Laboratory

The Home Laboratory allows a Hero to be more successful in producing a useful drug when combining 2 Pharmaceutical Products. Failure produces a random drug as if the two Pharmaceutical Products were simply combined; thus, a failure can still result in a Twinoid 500mg but may as likely result in Water Purifying Tablets.

As level 2 requires the extremely rare Electronic component, most towns should have no more than 1 dedicated Drug Maker.

The Hero will have a new option in his house: Prepare a drug. The Hero must make sure to use this (which requires the two Pharmaceutical Products be in the Chest) and not the normal option to use the Pharmaceutical Products; he will get a warning if he clicks the Use link, but if he clicks it a second time, the Pharmaceutical Products will be combined without the benefit of the lab.

You grind the contents of 2 × Pharmaceutical Products on the table and mix it with anything and everything that comes to hand... then let it infuse.


  • It's a roaring success : you have obtained Twinoid 500mg !
  • The dodgy smoke pouring out of the mixture hints that everything may not have gone exactly as planned You have obtained a random drug : link={{{link}}} something... .
Level Successful usages per day Description Requirements
1 x1 25% chance to produce a greater drug. 6 , Old Washing Machine ×1
2 x1 50% chance to produce a greater drug. 4 , Electronic component ×1
3 x1 75% chance to produce a greater drug. 4 , Copper Pipe ×1
4 x4 100% chance to produce a greater drug. 6 , Engine ×1

Kitchen

The Kitchen allows the Hero to transform everyday food items into either a Tasty Homemade Dish (success) or Dodgy Homemade Dish (failure). Success rate, and the maximum number of dishes that can be transformed each day, depends on the Kitchen's level. To transform a food item, first place it in your house's chest, and then use the Cook option under abilities.

You use link={{{link}}} something... and a few other bits and pieces. You put every effort into it. Then, after some time passes, you retrieve a Tasty Homemade Dish from the "stove".

As the food item is completely replaced in the process, Human Flesh or a Meaty Bone turned into Homemade Dishes will not count for the Cannibalism distinction. Cooking a Meaty Bone removes the chance for a player to become Infected; however, the resulting Homemade Dish will also not provide a Broken Human Bone.

Cooked meals also prevent the Ghoul status from being contracted from foods like Human Flesh or Suspicious-looking Vegetable

Level Success Rate Daily Usage Requirements
1 33% Tasty Homemade Dish 1x 6
2 66% Tasty Homemade Dish 1x 3 , Pathetic Penknife ×1
3 100% Tasty Homemade Dish 2x 4 , Carcinogenic Oven ×1
4 100% Tasty Homemade Dish 3x 4 , Beer Fridge ×1

Large Curtain

The Large Curtain is a cheap upgrade that prevents other players from peeking into your house from outside. They can still steal from you, however.

Description Requirements
Prevents players from spying on your house from the Citizens list 4

NB: It is possible to break into someone's house and see what they have in their chest, without stealing anything, even if a Large Curtain has been installed.

Lock

The Lock protects your house and prevents other players from breaking in and stealing from your chest. It works in exactly the same way as the Padlock and Chain item, except it does not occupy an item slot.

Description Requirements
Prevents players from breaking in and stealing items 6 , Rusty Chain ×1

More Storage

More Storage gives you one additional storage compartment each time the upgrade is performed. This can be useful for boosting your defence and decoration upgrades past what is normally possible. *13 is the max confirmed.

Level Cost
1 2
2 2
3 2
4 3
5 4
6 6
7 6
8 6
9 6
10 6
11 6
12 6
13 6

Reinforcements

Reinforcements lets you slightly upgrade the defence of your home. It may be useful in situations where you have the right items, but cannot afford more powerful house upgrades.

Level Bonus Total Cost
1 + 1 1 3
2 + 1 2 3 , Wire Mesh ×1
3 + 1 3 3 , Wire Mesh ×1
4 + 1 4 3 , Wire Mesh ×1
5 + 1 5 6 , Wire Mesh ×1
6 + 1 6 6 , Wire Mesh ×1
7 + 2 8 6 , Wire Mesh ×1, Wrought Iron ×1
8 + 2 10 6 , Wire Mesh ×1, Wrought Iron ×1
9 + 2 12 6 , Wire Mesh ×1, Wrought Iron ×1
10 + 2 14 6 , Wire Mesh ×1, Wrought Iron ×1
Totals NA 14 42 , Wire Mesh ×9, Wrought Iron ×4

Rudimentary Alarm

With the Rudimentary Alarm, whenever somebody breaks into your house, the intrusion will be marked in the Great Register and on the intruder's House Page. This effect is independent of actually stealing anything, and triggers each time a break-in occurs. In addition of being marked for intrusion, it also causes the Terrorised state.

Description Requirements
Alerts the town to intrusion 4 , Wrought Iron ×1

Siesta Time™

Siesta Time™ restores 2 bonus to the Hero whenever it is successfully used. However, it cannot be used while at full already; it can, however, be used while at 5/6, taking the Hero to 7 . This improvement may only be used once per day.

Level Description Requirements Payoff day statistically
1 33% chance to sleep soundly. 6 10
2 66% chance to sleep soundly. 3 , Twisted Plank ×1 7
3 99% chance to sleep soundly. 4 , Mattress ×1 7

Failed rest: You rest for a few minutes.... Unfortunately, you don't even manage to close your eyes. You think too much about tonight, about dying and about your feeble chance of survival...

Successful rest: You rest for a few minutes. Even a short break like that made you feel much better!


You have regained 2 AP!

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