Difference between revisions of "Wound"
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− | # | + | [[Complete DB|Main]] / [[:Category:Game mechanics|Game mechanics]] / '''{{PAGENAME}}''' |
+ | |||
+ | |||
+ | == Description == | ||
+ | A character can suffer '''wounds''' or '''injuries''' from creature attacks (and player attacks on PvP servers) as well as falling, [[thorn]]s, drowning, and other mishaps. Wounds are shown under the affected body part in the player's [[inventory window]] under the expanded "body" tab. Pets and other creatures can also suffer wounds, but only from combat. Wounds on creatures can be examined by right-clicking the creature and selecting look > equipment from the options. | ||
+ | |||
+ | Medium, bad, and severe wounds may need treatment. This can be via bandage and treatment with a [[salve]] or [[healing cover]]. Just one or the other may not be enough to fully heal a bad or severe wound and a player may die if not treated in time. | ||
+ | |||
+ | If the total health of a creature (including players) is reduced to 0% due to a wound worsening, or taking further damage, the creature will die even if the wounds themselves are not very severe. | ||
+ | |||
+ | Head injuries cause your characters to have minor concussion effects (lowering the effective level of mind logic). For example for a person who has the ability to queue 3 extra actions, a light bruise to the head can cause the number of extra actions queueable to be reduced. | ||
+ | |||
+ | ==Wound Severity and Healing Rate== | ||
+ | Wounds vary in damage, and the severity of wounds is based on the size of the wound as a percentage of the character's or creature's total health. Wound severity is one of the main factors determining how fast a wound will heal or worsen. Healing/worsening happens at a healing tick which occurs every 10 minutes after the wound was suffered. | ||
+ | |||
+ | * Very light: 0-5% damage. These wounds will naturally heal each healing tick. | ||
+ | * Light: 5-15% damage. Light wounds naturally heal each healing tick. | ||
+ | * Medium: 15-30% damage. Medium wounds may or may not heal without treatment, depending on various factors influencing healing rate. | ||
+ | * Bad: 30-45% damage. Bad wounds naturally worsen, and require treatment to heal. | ||
+ | * Severe: 45% and up. Severe wounds worsen at a slightly faster rate than Bad wounds, requiring slightly better treatment. | ||
+ | |||
+ | '''Note:''' The above factors are only a baseline. Various factors and effects will increase the healing rate of the wound, including: | ||
+ | * Having a [[bandage]] applied to the wound. | ||
+ | * Having a [[healing cover]] applied to the wound. | ||
+ | * Being on an [[enchanted grass]] or [[enchanted tree]] tile. | ||
+ | * Worshiping [[Fo]] with at least 20 [[faith]]. | ||
+ | * Having the [[Path_of_Love#Healing_Hands|Healing hands]] ability from being level 11 on the [[Path of Love]] meditation path. | ||
+ | * Having high [[Nutrition]]. | ||
+ | * Having high fat layers. | ||
+ | |||
+ | Examining a wound, hovering over it with the mouse, or otherwise viewing it will provide information on how badly the wound is worsening or healing, depending on skill. | ||
+ | * More detail is available at higher skill. | ||
+ | * Less skill is needed when examining instead of viewing in a window or by hovering with the mouse. | ||
+ | * Less skill is needed when viewing your own wounds, and you can always at least see if your own wounds are healing or worsening. | ||
+ | |||
+ | ==Wound Healing & Treatment== | ||
+ | Various methods are available to heal wounds, or improve their healing rate: | ||
+ | * Bandage: A bandage is made from a piece of cotton or a cotton item, applied to a wound. More severe wounds require a larger piece of cotton. Bandaging the wound will both reduce the damage of the wound and slightly increase the wound's healing rate. | ||
+ | ** Instead of cotton, [[farmer's salve]] may be used on bruises, internal wounds, and poison wounds. Much less farmer's salve is necessary to "bandage" a wound than cotton. | ||
+ | * [[Healing cover]]: Commonly made from [[herbs]], butchered animal products, and other appropriate items. Applying a healing cover will improve the wound's healing rate to a degree depending on the potency (not [[QL]]) of the healing cover. | ||
+ | * Spells/Magic: Spells from Fo, Magranon, and Libila can be used to heal wounds. | ||
+ | |||
+ | ==Wound Types== | ||
+ | Each wound is displayed with its type, which is usually related to how the wound was suffered. Wound type will allow or prohibit what healing may be used. Wounds can generally be treated with bandaging, healing covers, or spells and exceptions are noted below. | ||
+ | * Bite. Inflicted by many animals, bites are treated normally. | ||
+ | * Bruise. Inflicted by mauls and clubs, or by many animal attacks. In addition to normal treatments, bruises may also be treated with [[farmer's salve]]. | ||
+ | * Burn. Inflicted by lava and lava creatures, burns can also be inflicted with some enchanted weapons. Treated normally. | ||
+ | * Cut. Inflicted by sharp weapons such as axes and treated normally. | ||
+ | * Hole. Inflicted by stabbing weapons and similar animal attacks. Treated normally. | ||
+ | * Water. Suffered when character begins drowning (moving in water after stamina is gone), all water damage will stack as a single wound. It will heal very quickly getting out of the water and waiting for the next healing tick, or by magical healing. | ||
+ | * [[Poison]]. Inflicted by [[Fog Spider|fog spiders]], bees from [[wild bee hive]]s or [[bee hive]]s, or specially enchanted weapons or similar magical effects. Poison wounds can only be treated with [[healing cover]]s, [[farmer's salve]] and magical healing. | ||
+ | * [[Acid wound|Acid]]. Inflicted by [[Spawn of Uttacha]]s and the [[sorcery]] spell Karma Missile. Can be bandaged with [[cotton]] and treated with [[water]] similarly a healing cover, but not with a healing cover. | ||
+ | ** Treating an Acid wound with water will turn it into a Burn wound. | ||
+ | * Infection. Inflicted by specially enchanted weapons or similar magical effects. Infected wounds may worsen more rapidly (or heal slower), but can be treated normally. | ||
+ | * Internal. Inflicted by [[drakespirit]]s and [[Essence drain]]. Can be healed with [[farmer's salve]], [[healing covers]] and by healing spells ([[Fo]] [[priest]]). | ||
+ | |||
+ | ==See also== | ||
+ | * [[Bandage]] | ||
+ | * [[Farmer's salve]] | ||
+ | * [[First aid]] | ||
+ | * [[Healing]] | ||
+ | * [[Healing cover]] | ||
+ | |||
+ | |||
+ | [[Category:Game mechanics]] | ||
+ | [[Category:Babel/W]] |
Latest revision as of 05:47, 7 September 2023
Main / Game mechanics / Wound
Contents
Description
A character can suffer wounds or injuries from creature attacks (and player attacks on PvP servers) as well as falling, thorns, drowning, and other mishaps. Wounds are shown under the affected body part in the player's inventory window under the expanded "body" tab. Pets and other creatures can also suffer wounds, but only from combat. Wounds on creatures can be examined by right-clicking the creature and selecting look > equipment from the options.
Medium, bad, and severe wounds may need treatment. This can be via bandage and treatment with a salve or healing cover. Just one or the other may not be enough to fully heal a bad or severe wound and a player may die if not treated in time.
If the total health of a creature (including players) is reduced to 0% due to a wound worsening, or taking further damage, the creature will die even if the wounds themselves are not very severe.
Head injuries cause your characters to have minor concussion effects (lowering the effective level of mind logic). For example for a person who has the ability to queue 3 extra actions, a light bruise to the head can cause the number of extra actions queueable to be reduced.
Wound Severity and Healing Rate
Wounds vary in damage, and the severity of wounds is based on the size of the wound as a percentage of the character's or creature's total health. Wound severity is one of the main factors determining how fast a wound will heal or worsen. Healing/worsening happens at a healing tick which occurs every 10 minutes after the wound was suffered.
- Very light: 0-5% damage. These wounds will naturally heal each healing tick.
- Light: 5-15% damage. Light wounds naturally heal each healing tick.
- Medium: 15-30% damage. Medium wounds may or may not heal without treatment, depending on various factors influencing healing rate.
- Bad: 30-45% damage. Bad wounds naturally worsen, and require treatment to heal.
- Severe: 45% and up. Severe wounds worsen at a slightly faster rate than Bad wounds, requiring slightly better treatment.
Note: The above factors are only a baseline. Various factors and effects will increase the healing rate of the wound, including:
- Having a bandage applied to the wound.
- Having a healing cover applied to the wound.
- Being on an enchanted grass or enchanted tree tile.
- Worshiping Fo with at least 20 faith.
- Having the Healing hands ability from being level 11 on the Path of Love meditation path.
- Having high Nutrition.
- Having high fat layers.
Examining a wound, hovering over it with the mouse, or otherwise viewing it will provide information on how badly the wound is worsening or healing, depending on skill.
- More detail is available at higher skill.
- Less skill is needed when examining instead of viewing in a window or by hovering with the mouse.
- Less skill is needed when viewing your own wounds, and you can always at least see if your own wounds are healing or worsening.
Wound Healing & Treatment
Various methods are available to heal wounds, or improve their healing rate:
- Bandage: A bandage is made from a piece of cotton or a cotton item, applied to a wound. More severe wounds require a larger piece of cotton. Bandaging the wound will both reduce the damage of the wound and slightly increase the wound's healing rate.
- Instead of cotton, farmer's salve may be used on bruises, internal wounds, and poison wounds. Much less farmer's salve is necessary to "bandage" a wound than cotton.
- Healing cover: Commonly made from herbs, butchered animal products, and other appropriate items. Applying a healing cover will improve the wound's healing rate to a degree depending on the potency (not QL) of the healing cover.
- Spells/Magic: Spells from Fo, Magranon, and Libila can be used to heal wounds.
Wound Types
Each wound is displayed with its type, which is usually related to how the wound was suffered. Wound type will allow or prohibit what healing may be used. Wounds can generally be treated with bandaging, healing covers, or spells and exceptions are noted below.
- Bite. Inflicted by many animals, bites are treated normally.
- Bruise. Inflicted by mauls and clubs, or by many animal attacks. In addition to normal treatments, bruises may also be treated with farmer's salve.
- Burn. Inflicted by lava and lava creatures, burns can also be inflicted with some enchanted weapons. Treated normally.
- Cut. Inflicted by sharp weapons such as axes and treated normally.
- Hole. Inflicted by stabbing weapons and similar animal attacks. Treated normally.
- Water. Suffered when character begins drowning (moving in water after stamina is gone), all water damage will stack as a single wound. It will heal very quickly getting out of the water and waiting for the next healing tick, or by magical healing.
- Poison. Inflicted by fog spiders, bees from wild bee hives or bee hives, or specially enchanted weapons or similar magical effects. Poison wounds can only be treated with healing covers, farmer's salve and magical healing.
- Acid. Inflicted by Spawn of Uttachas and the sorcery spell Karma Missile. Can be bandaged with cotton and treated with water similarly a healing cover, but not with a healing cover.
- Treating an Acid wound with water will turn it into a Burn wound.
- Infection. Inflicted by specially enchanted weapons or similar magical effects. Infected wounds may worsen more rapidly (or heal slower), but can be treated normally.
- Internal. Inflicted by drakespirits and Essence drain. Can be healed with farmer's salve, healing covers and by healing spells (Fo priest).