Health: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(Added base HP, HP per PF rank, and health recovery formulas. Added race HP gain rate.)
(edit Dark Elf example on maximum health.)
 
(5 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{TOCright}}
{{TOCright}}
'''Health''', measured in '''Health Points (HP)''', is one of the main indicators of a character or creature's physical well-being. It is independent of any [[wound]]s someone may have. HP can be lost by being hit in combat, or gradually when [[bleeding]], [[diseased]], or [[poisoned]]. Loss of HP is commonly referred to as "blood loss" regardless of the actual source. Characters with substantial HP loss will suffer reduced effectiveness in combat, and if someone's HP drops to 0, they will die. It is possible to die even with positive HP if suffering a sufficiently severe [[critical]] injury or from [[spirit]] loss.
'''Health''', measured in '''Health Points (HP)''', is one of the main indicators of a character or creature's physical well-being.

HP is separate from [[wound]]s which represent damage to specific parts of the body.

HP can be lost by being hit in combat, or gradually when [[bleeding]], [[diseased]], or [[poisoned]]. Loss of HP is commonly referred to as "blood loss" regardless of the actual source. Characters with substantial HP loss will suffer reduced effectiveness in combat, and if someone's HP drops to 0, they will die. It is possible to die even with positive HP if suffering a sufficiently severe [[critical]] injury or from [[spirit]] loss.


HP is generally shown in clients as a red bar, and can be checked with the [[#HEALTH (verb)|HEALTH]] verb.
HP is generally shown in clients as a red bar, and can be checked with the [[#HEALTH (verb)|HEALTH]] verb.

The most common methods of recovering lost health are finding an [[empath]] or using [[herb]]s.


== Health Points ==
== Health Points ==
Line 10: Line 16:
A level 0 character starts with a small amount of HP determined by their Strength and Constitution. Unlike most formulas, the statistic values of Strength and Constitution are used instead of the statistic bonuses and Base HP does NOT increase as the character gains levels. Only the Strength and Constitution statistics values at level 0 matter.
A level 0 character starts with a small amount of HP determined by their Strength and Constitution. Unlike most formulas, the statistic values of Strength and Constitution are used instead of the statistic bonuses and Base HP does NOT increase as the character gains levels. Only the Strength and Constitution statistics values at level 0 matter.


{{Equation box|{{boldmono|Base HP {{=}} [[trunc]]((Strength statistic + Constitution statistic) / 10)}}}}
<div {{prettydiv|margin-right=35%}}><center><tt>
'''Base HP = truc(Strength statistic + Constitution statistic) / 10'''
</tt></center></div>



=== Maximum HP ===
=== Maximum HP ===
Line 20: Line 23:
[[Constitution]] bonus adds directly to maximum HP. For example, Dark Elves have a natural maximum of 120 HP, so a Dark Elf character with a Constitution bonus of +15 would have a maximum health value of 135. The amount of HP granted per PF rank is determined by the character's race and their Constitution bonus.
[[Constitution]] bonus adds directly to maximum HP. For example, Dark Elves have a natural maximum of 120 HP, so a Dark Elf character with a Constitution bonus of +15 would have a maximum health value of 135. The amount of HP granted per PF rank is determined by the character's race and their Constitution bonus.


{{Equation box|{{boldmono|HP per PF rank {{=}} Race HP gain rate + trunc(Constitution bonus / 10)}}}}
<div {{prettydiv|margin-right=35%}}><center><tt>
'''HP per PF rank = Race HP gain rate + truc(Constitution bonus / 10)'''
</tt></center></div>


If a character's Constitution bonus increases enough while gaining levels, it is possible to see a sudden jump in maximum health.
If a character's Constitution bonus increases enough while gaining levels, it is possible to see a sudden jump in maximum health.
Line 28: Line 29:


{| {{prettytable}}
{| {{prettytable}}
|+ '''''Health Point gain rate based on Race'''''
|+ '''''Health Point gain rate (per skill rank) based on Race'''''
|- align=center
|- align=center
!width=50px|Aelotoi
!width=50px|Aelotoi
Line 50: Line 51:
{{Hitpoints by race}}
{{Hitpoints by race}}


The maximum HP attainable from [[enhancive item]]s, spells, or combat maneuver training is the racial maximum + 50. For example, Dark Elves can have up to 170 HP (120 racial max + 50 bonus) from enhancing their HP or Constitution.
The maximum HP attainable from [[enhancive item]]s, spells, or combat maneuver training is the racial maximum + Con Bonus + 50. For example, Dark Elves can have up to 190 HP (120 racial max + (25 Con Bonus at 100 Stat - 5 racial bonus) + 50 bonus) from enhancing their HP through Health or Constitution or other abilities..



=== Health Regeneration ===
=== Health Regeneration ===
Roughly once per minute, a character will recover a small amount of HP from a health [[pulse]]. The amount recovered is determined by the character's race and their ranks in [[Physical Fitness]].
Roughly once per minute, a character will recover a small amount of HP from a health [[pulse]]. The amount recovered is determined by the character's race and their ranks in [[Physical Fitness]].


{{Equation box|{{boldmono|Health Recovery {{=}} Base Regeneration + trunc(Physical Fitness ranks / 20) + modifiers}}}}
<div {{prettydiv|margin-right=35%}}><center><tt>
'''Health Recovery = Base Regeneration + truc(Physical Fitness ranks / 20) + modifiers'''
</tt></center></div>



{| {{prettytable}}
{| {{prettytable}}
Line 78: Line 75:
!width=50px|Sylvan- kind
!width=50px|Sylvan- kind
|- align=center
|- align=center
| 1||2||1||3||2||2||2||2||2||2||3||2||1
| 1||2||1||3||1||2||2||2||2||2||3||2||1
|}
|}


Line 91: Line 88:
==HEALTH (verb)==
==HEALTH (verb)==


The '''HEALTH''' [[verb]] will display the character's [[wound]]s and [[scar]]s, maximum health points, remaining health points, maximum [[spirit point]]s, remaining spirit points, maximum [[stamina]], and remaining stamina. It will also display any [[bleeding]], including the location and rate of health loss per round, as well as [[poisoned|poison]]s and [[diseased|disease]]s that affect the character, and if the character is [[overexerted]].
The '''HEALTH''' [[verb]] will display the character's [[wound]]s and [[scar]]s, maximum health points, remaining health points, maximum [[spirit point]]s, remaining spirit points, maximum [[stamina]], and remaining stamina, plus any physical and magical [[Redux|damage reduction]], if applicable. It will also display any [[bleeding]], including the location and rate of health loss per round, as well as [[poisoned|poison]]s and [[diseased|disease]]s that affect the character, and if the character is [[overexerted]].


When a character is bleeding, the display will show the health lost per round, whether the injury is [[TEND]]ed, whether the character has the [[First Aid]] ability to tend it, and the character's time to tend it.
When a character is bleeding, the display will show the health lost per round, whether the injury is [[TEND]]ed, whether the character has the [[First Aid]] ability to tend it, and the character's time to tend it.
Line 117: Line 114:
Poisoned! Taking 65 damage per round. Dissipating 5 per round.
Poisoned! Taking 65 damage per round. Dissipating 5 per round.
<span style="color: red">[Diseases would be displayed here.]</span>
<span style="color: red">[Diseases would be displayed here.]</span>

<span style ="color: red">[Physical Damage Reduction: % would be displayed here.]</span>
<span style ="color: red">[Magical Damage Reduction: % would be displayed here.]</span>
</pre>
</pre>
== Behind the scenes ==

While GemStone IV generally uses the term "health points" as a measure of health, some older documentation may instead use the [[Rolemaster|ICE]] terms "hit points" or "concussion hits".


==See Also==
==See Also==
*[[Wound (saved posts)]]
*[[Wound (saved posts)]]

== Behind the Scenes ==

While GemStone IV generally uses the term "health points" as a measure of health, some older documentation may instead use the [[Rolemaster|ICE]] terms "hit points" or "concussion hits".


[[Category:Character Mechanics]]
[[Category:Character Mechanics]]

Latest revision as of 19:45, 15 March 2023

Health, measured in Health Points (HP), is one of the main indicators of a character or creature's physical well-being.

HP is separate from wounds which represent damage to specific parts of the body.

HP can be lost by being hit in combat, or gradually when bleeding, diseased, or poisoned. Loss of HP is commonly referred to as "blood loss" regardless of the actual source. Characters with substantial HP loss will suffer reduced effectiveness in combat, and if someone's HP drops to 0, they will die. It is possible to die even with positive HP if suffering a sufficiently severe critical injury or from spirit loss.

HP is generally shown in clients as a red bar, and can be checked with the HEALTH verb.

The most common methods of recovering lost health are finding an empath or using herbs.

Health Points

Base HP

A level 0 character starts with a small amount of HP determined by their Strength and Constitution. Unlike most formulas, the statistic values of Strength and Constitution are used instead of the statistic bonuses and Base HP does NOT increase as the character gains levels. Only the Strength and Constitution statistics values at level 0 matter.

Base HP = trunc((Strength statistic + Constitution statistic) / 10)

Maximum HP

Training in Physical Fitness will increase the character's maximum HP until reaching the maximum attainable by the character's race. Constitution bonus adds directly to maximum HP. For example, Dark Elves have a natural maximum of 120 HP, so a Dark Elf character with a Constitution bonus of +15 would have a maximum health value of 135. The amount of HP granted per PF rank is determined by the character's race and their Constitution bonus.

HP per PF rank = Race HP gain rate + trunc(Constitution bonus / 10)

If a character's Constitution bonus increases enough while gaining levels, it is possible to see a sudden jump in maximum health.


Health Point gain rate (per skill rank) based on Race
Aelotoi Burghal Gnome Dark Elf Dwarf Elf Erithian Forest Gnome Giantman Half-Elf Half- Krolvin Halfling Human Sylvan- kind
5 4 5 6 5 5 4 7 5 6 4 6 5


Maximum hitpoints based on Race
Aelotoi Burghal Gnome Dark Elf Dwarf Elf Erithian Forest Gnome Giantman Half-Elf Half- Krolvin Halfling Human Sylvan- kind
Base 120 90 120 140 130 120 100 200 135 165 100 150 130
+CON
Bonus
145 125 140 180 155 155 135 235 160 200 135 175 155
+Health
Bonus
195 175 190 230 205 205 185 285 210 250 185 225 205

The maximum HP attainable from enhancive items, spells, or combat maneuver training is the racial maximum + Con Bonus + 50. For example, Dark Elves can have up to 190 HP (120 racial max + (25 Con Bonus at 100 Stat - 5 racial bonus) + 50 bonus) from enhancing their HP through Health or Constitution or other abilities..

Health Regeneration

Roughly once per minute, a character will recover a small amount of HP from a health pulse. The amount recovered is determined by the character's race and their ranks in Physical Fitness.

Health Recovery = Base Regeneration + trunc(Physical Fitness ranks / 20) + modifiers
Base Regeneration based on Race
Aelotoi Burghal Gnome Dark Elf Dwarf Elf Erithian Forest Gnome Giantman Half-Elf Half- Krolvin Halfling Human Sylvan- kind
1 2 1 3 1 2 2 2 2 2 3 2 1


Modifiers that directly increase the amount of health regenerated and can be:

  • Health Recovery enhancives increase health recovery up to a maximum of +50.
  • Sigil of Mending increases health recovery by +15.


The natural rate of health regeneration is very slow. To recover lost health, characters should seek out an empath or use a healing herb such as acantha leaf.

HEALTH (verb)

The HEALTH verb will display the character's wounds and scars, maximum health points, remaining health points, maximum spirit points, remaining spirit points, maximum stamina, and remaining stamina, plus any physical and magical damage reduction, if applicable. It will also display any bleeding, including the location and rate of health loss per round, as well as poisons and diseases that affect the character, and if the character is overexerted.

When a character is bleeding, the display will show the health lost per round, whether the injury is TENDed, whether the character has the First Aid ability to tend it, and the character's time to tend it.

!>HEALTH
You have the following injuries: deep gashes and serious bleeding from your chest.
You have the following scars: old battle scars on your right leg and old battle scars on your left leg.

Bleeding:
Area         Health per Round         Bandaged         Can Tend?         Tend Time
----------------------------------------------------------------------------------
Chest                6                   No               Yes                3s   

    Maximum Health Points: 152
  Remaining Health Points: 152

    Maximum Spirit Points: 9
  Remaining Spirit Points: 9

    Maximum Stamina Points: 103
  Remaining Stamina Points: 103
[The overexerted condition would be displayed here.]

Poisoned!  Taking 65 damage per round.  Dissipating 5 per round.
[Diseases would be displayed here.]

[Physical Damage Reduction: % would be displayed here.]
[Magical Damage Reduction: % would be displayed here.]

See Also

Behind the Scenes

While GemStone IV generally uses the term "health points" as a measure of health, some older documentation may instead use the ICE terms "hit points" or "concussion hits".