Wound

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A wound is a fresh injury. Usually, they hamper a character in some manner in addition to possibly bleeding, causing the character to lose hitpoints every round until the wound is healed, tended, or stopped in some other manner, such as the signs used by the Council of Light. There are numerous locations that can be wounded, mechanically, such as the chest, abdomen, hands, arms, legs, head, neck, back, and eyes. Wounds on the back and eyes generally do not bleed.

There are three levels of wounds on each location, level 1 being the most minor, having almost no effect, if any, while a level 3 wound is will almost always severely hinder a character in some manner. For example, a level 3 arm wound means that your arm is missing, and that the arm cannot be used for anything.

Arm Wounds

  • level 1 - A minor scratch, and has almost no effect on the character.
  • level 2 - The arm is broken, and the character will be hindered in using the arm in tasks such as foraging, skinning, or tending wounds. An archer cannot fire a bow with a broken arm, nor can a hurler throw a weapon. Having two broken arms will prevent a character from searching or looting their kills. Spellcasting is possible with a single arm wound up to level 2, but not if both arms are injured (even if the other arm is has only a level 1 wound).
  • level 3 - The arm is severed. The arm cannot be used for anything, such as picking up and holding items, using a weapon, or using a shield. A character that loses a limb will not drop the item they're carrying in that hand, however, they will not be able to use it, and once the item is put somewhere else, the hand will be unavailable to pick anything else up.

Hand Wounds

These are almost identical to arm wounds, above.

Head Wounds

  • level 1 - A minor scratch to the head will not be seriously effected by the wound.
  • level 2 - A possible concussion, and will bleed minorly. Reduces a character's perception, slightly. It will also prevent a character from preparing spells, hiding, and likely also reduces a character's aim when ambushing or when using a ranged weapon as well as hinders the character's experience absorption.
  • level 3 - A cracked skull. Reduces perception significantly as well as hinders the character's experience absorption.

Nervous System Wounds

Nervous system wounds can be caused by drawing more mana than in a character's mana pool.

  • level 1 - The character will twitch abnormally when using the TWITCH verb.
  • level 2 - The character cannot search their victims or prepare any spells except empath circle spells.
  • level 3 - The character will die if she attempts to use mana beyond their mana capacity. Since they cannot prepare spells, this is usually a moot issue, however members of the Council of Light are not prevented from drawing a sign, and since some signs drain mana, it is possible for them to kill themselves this way.

Neck Wounds

  • level 1 - The wound will not hinder a character in any noticeable way.
  • level 2 - The wound will bleed profusely.
  • level 3 - Similar to a level 2 neck wound, except harder to heal and much more blood coming out.

Leg Wounds

  • level 1 - The wound will not hinder a character in any noticeable way.
  • level 2 - A broken leg. It hinders a character when hiding, prevents them from sneaking to another room when hidden, and lowers the chances of successfully standing. This level of wound also bleeds at a moderate rate.
  • level 3 - The leg is severed and bleeding. Upon suffering a level 3 leg wound, a character will fall to the ground. A creature will not be able to stand with a severed leg unless it has more than two legs, though a character can stand with a significant penalty.