Difference between revisions of "Player status effect"
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* Defensive/Aggressive - Bonuses obtained by using the individual fighting stances (See [[Fighting]]). Defensive is known to increase parry rate at the expense of strength and hit chance, while Aggressive is known to increase strength and hit chance at the expense of parry. [[Normal fighting]] is known to benefit or detriment neither. | * Defensive/Aggressive - Bonuses obtained by using the individual fighting stances (See [[Fighting]]). Defensive is known to increase parry rate at the expense of strength and hit chance, while Aggressive is known to increase strength and hit chance at the expense of parry. [[Normal fighting]] is known to benefit or detriment neither. | ||
+ | * [[Diseased]] - can occur after contact with diseased animals. Effect not known yet. | ||
* Dry - Below 7.5% water. Thirst greatly reduces stamina regeneration rate. | * Dry - Below 7.5% water. Thirst greatly reduces stamina regeneration rate. | ||
* Energetic - Seems to occur randomly, exact reasons are unknown. No known effects. | * Energetic - Seems to occur randomly, exact reasons are unknown. No known effects. |
Revision as of 20:00, 2 November 2009
Player Status Effects
Player status effects are the individual conditions a player is assigned based on his/her interactions with the physical world. These range from conditions to do with hunger, to buffs from potions or trinkets to debuffs from wounds sustained by fighting or recent activities. The known status are as follows:
- Defensive/Aggressive - Bonuses obtained by using the individual fighting stances (See Fighting). Defensive is known to increase parry rate at the expense of strength and hit chance, while Aggressive is known to increase strength and hit chance at the expense of parry. Normal fighting is known to benefit or detriment neither.
- Diseased - can occur after contact with diseased animals. Effect not known yet.
- Dry - Below 7.5% water. Thirst greatly reduces stamina regeneration rate.
- Energetic - Seems to occur randomly, exact reasons are unknown. No known effects.
- Exhausted - 0% stamina. Movement slows to a crawl below 2% stamina. Suspected to halve hit/parry chance if fighting with this condition.
- Faithful/Lawful - Indicator of your current 'doctrine' in Wurm.
- Famished - 0% food. Slowed stamina regeneration rate, incapable of doing laborious actions.
- Full - Above 85% food. Suspected skillgain increase.
- Hungry - Below 30% food. Slowed stamina regeneration rate.
- Hurting - Triggered when taking damage through fighting or from fall damage. Lowers walking speed slightly and is suspected to give a slight attack speed debuff.
- Parched - 0% water. Thirst greatly reduces stamina regeneration rate.
- Sharp - Triggered from drinking a potion. Increases combat rating for 30 seconds.
- Thirsty - Below 30% water. Thirst greatly reduces stamina regeneration rate.
- Tired - Below 30% stamina.
- Unstoppable - Triggered from using a Farwalker amulet. Gives a huge speed increase and renders the player immune to fall damage for a short period of time. Also removes walking speed debuff from hurting.
- Weak - Below 15% stamina.
There are several status effects known to give bonuses (such as the Kingdom fighting bonus) without showing in status effects. It is not known whether spells such as Morning Fog are shown in the status effect indicator.