Difference between revisions of "Damage"
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− | Damage is used to illustrate the concepts of wear and tear on | + | '''Damage''' is used to illustrate the concepts of wear-and-tear on [[item]]s. Most items will accumulate damage when left outside, though this process can be slowed with the use of [[container]]s. Containers made from [[cedar]] trees are particularly good at protecting items. |
− | Some items are damageable through player actions as well. | + | Some items are damageable through player actions as well. Most [[tool]]s will take damage and require [[repair]] from usage or failed [[improve]]ment. [[Wall]]s, [[fence]]s, and player structures can take damage from direct player [[attack]]s. |
− | 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 | + | 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 [[spell]]s (See [[Religion]]) or by using [[rags]] as bandages, it's also possible to use [[healing cover]]s to heal. |
Damage reduces the effective [[QL]] of an item to '''QL * (1 - DMG/100)'''. Example: A QL 20.8 [[log]] with 26.0 damage will only give QL 15.4 [[kindling]]. | Damage reduces the effective [[QL]] of an item to '''QL * (1 - DMG/100)'''. Example: A QL 20.8 [[log]] with 26.0 damage will only give QL 15.4 [[kindling]]. |
Revision as of 09:43, 11 October 2007
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.
Damage reduces the effective QL of an item to QL * (1 - DMG/100). Example: A QL 20.8 log with 26.0 damage will only give QL 15.4 kindling.