Difference between revisions of "Player status effect"

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* Energetic - No known effect. Occurs when close to starving or after drinking [[Tea]].
 
* Energetic - No known effect. Occurs when close to starving or after drinking [[Tea]].
 
* Unstoppable - Triggered from drinking a [[Potion || potion]] or 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.
 
* Unstoppable - Triggered from drinking a [[Potion || potion]] or 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.
* Full - Obtained when hunger is within 90-100%. Suspected skillgain increase.
+
* Full - Above 85% food. Suspected skillgain increase.
* Hungry - Obtained when below 20% hunger. Slowed stamina regeneration rate.
+
* Hungry - Below 30% food. Slowed stamina regeneration rate.
* Starving - Obtained at 0% hunger. Slowed stamina regeneration rate, incapable of doing laborious actions.
+
* Famished - 0% food. Slowed stamina regeneration rate, incapable of doing laborious actions.
* Thirsty - Obtained at 20% thirst. Severely slowed stamina regeneration rate.
+
* Thirsty - Below 30% water. Thirst greatly reduces stamina regeneration rate.
* Parched - Obtained at 0% thirst. Extremely severe slowed stamina regeneration rate.
+
* Dry - Below 7.5% water. Thirst greatly reduces stamina regeneration rate.
 +
* Parched - 0% water. Thirst greatly reduces stamina regeneration rate.
 +
* Tired - Below 30% stamina.
 +
* Weak - Below 15% stamina.
 +
* Exhausted - 0% stamina. Movement slows to a crawl below 2% stamina.
 
* 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.
 
* Faithful/Lawful - Indicator of your current 'doctrine' in Wurm.
 
* Faithful/Lawful - Indicator of your current 'doctrine' in Wurm.
  
 
''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.''
 
''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.''

Revision as of 22:23, 30 September 2008

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:

  • Hurting - Triggered when taking damage through fighting. Lowers walking speed slightly and is suspected to give a slight attack speed debuff.
  • Energetic - No known effect. Occurs when close to starving or after drinking Tea.
  • Unstoppable - Triggered from drinking a | potion or 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.
  • Full - Above 85% food. Suspected skillgain increase.
  • Hungry - Below 30% food. Slowed stamina regeneration rate.
  • Famished - 0% food. Slowed stamina regeneration rate, incapable of doing laborious actions.
  • Thirsty - Below 30% water. Thirst greatly reduces stamina regeneration rate.
  • Dry - Below 7.5% water. Thirst greatly reduces stamina regeneration rate.
  • Parched - 0% water. Thirst greatly reduces stamina regeneration rate.
  • Tired - Below 30% stamina.
  • Weak - Below 15% stamina.
  • Exhausted - 0% stamina. Movement slows to a crawl below 2% stamina.
  • 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.
  • Faithful/Lawful - Indicator of your current 'doctrine' in Wurm.

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.