Difference between revisions of "Damage"
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Should your character sustain damage (being attacked by wildlife or other players, by falling etc.), any bad wounds (you can find your wounds on your body in your inventory) or worse are likely not to heal by themselves. You can heal them by casting healing spells (See [[Religion]]) or by using [[rags]] as bandages, it's also possible to use [[Healing Cover]]s to heal now. | Should your character sustain damage (being attacked by wildlife or other players, by falling etc.), any bad wounds (you can find your wounds on your body in your inventory) or worse are likely not to heal by themselves. You can heal them by casting healing spells (See [[Religion]]) or by using [[rags]] as bandages, it's also possible to use [[Healing Cover]]s to heal now. | ||
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+ | The effective QL of an item is '''QL * (1 - DMG/100)'''. Example: A QL 20.8 [[log]] with 26.0 damage will only give QL 15.4 [[kindling]]. | ||
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Revision as of 16:49, 3 September 2006
Damage is used to illustrate the concepts of wear and tear on items. Most items will accumulate damage when left outside, though this process can be slowed with the use of containers. Containers made from Cedar trees are particularly good at protecting items.
Some items are damageable through player actions as well. Most tools will take damage and require repair from usage or failed improvement. Walls, fences and player structures can take damage from direct player attacks.
Should your character sustain damage (being attacked by wildlife or other players, by falling etc.), any bad wounds (you can find your wounds on your body in your inventory) or worse are likely not to heal by themselves. You can heal them by casting healing spells (See Religion) or by using rags as bandages, it's also possible to use Healing Covers to heal now.
The effective QL of an item is QL * (1 - DMG/100). Example: A QL 20.8 log with 26.0 damage will only give QL 15.4 kindling.
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