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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 + 50. For example, Dark Elves can have up to 170 HP (120 racial max + 50 bonus) from enhancing their HP or Constitution. |
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=== Health Regeneration === |
=== Health Regeneration === |
Revision as of 10:04, 16 August 2017
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 wounds 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.
HP is generally shown in clients as a red bar, and can be checked with the HEALTH verb.
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 = truc(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 + truc(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.
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 |
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 + 50. For example, Dark Elves can have up to 170 HP (120 racial max + 50 bonus) from enhancing their HP or Constitution.
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 + truc(Physical Fitness ranks / 20) + modifiers
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. 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.]
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".