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A character's '''health point''' (HP) value is a number which represents how much damage the character can receive before dying. There are certain critical hits that will kill a character regardless of what this value is.
'''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.

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

== 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.

{{Equation box|{{boldmono|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.

{{Equation box|{{boldmono|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.


{| {{prettytable}}
|+ '''''Health Point gain rate (per skill rank) based on Race'''''
|- align=center
!width=50px|Aelotoi
!width=50px|Burghal Gnome
!width=50px|Dark Elf
!width=50px|Dwarf
!width=50px|Elf
!width=50px|Erithian
!width=50px|Forest Gnome
!width=50px|Giantman
!width=50px|Half-Elf
!width=50px|Half- Krolvin
!width=50px|Halfling
!width=50px|Human
!width=50px|Sylvan- kind
|- align=center
| 5||4||5||6||5||5||4||7||5||6||4||6||5
|}


A character's maximum health value is based on their [[constitution]] and their race. For example, a [[dark elf]] has a maximum health value of 120. A dark elf character with a constitution bonus of +15 would have a maximum health value of 135.


{{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 [[Combat Toughness]] [[Combat Maneuvers|combat maneuver]] can increase maximum health for [[warrior]]s, [[rogue]]s, [[monk]]s, and [[paladin]]s by 15, 25, or 35 HP depending on rank.

=== 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]].

{{Equation box|{{boldmono|Health Recovery {{=}} Base Regeneration + trunc(Physical Fitness ranks / 20) + modifiers}}}}

{| {{prettytable}}
|+ '''''Base Regeneration based on Race'''''
|- align=center
!width=50px|Aelotoi
!width=50px|Burghal Gnome
!width=50px|Dark Elf
!width=50px|Dwarf
!width=50px|Elf
!width=50px|Erithian
!width=50px|Forest Gnome
!width=50px|Giantman
!width=50px|Half-Elf
!width=50px|Half- Krolvin
!width=50px|Halfling
!width=50px|Human
!width=50px|Sylvan- kind
|- align=center
| 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 [[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]].

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.

<pre{{log2}}>
!>HEALTH<nowiki>
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
The paladin spell [[Vigor (1616)]] can also increase maximum constitution and health.
Remaining Stamina Points: 103</nowiki>
<span style="color: red">[The overexerted condition would be displayed here.]</span>


Poisoned! Taking 65 damage per round. Dissipating 5 per round.
The [[Enhancive_item#Enhancive_Limits|maximum health from enhancives]] is +50; this is calculated from the character's unenhanced health, thus from their nominal Constitution bonus rather than the racial maximum. However, a character with a natural 100 Constitution would then have their maximum health as the racial maximum +50.
<span style="color: red">[Diseases would be displayed here.]</span>
</pre>
==See Also==
*[[Wound (saved posts)]]


== Related Articles ==
== Behind the Scenes ==
*[[HEALTH (verb)]]
*[[Physical Fitness]]
*[[Constitution]]


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".
== References ==
*http://www.play.net/gs4/info/skills.asp#physicaltraining


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

Revision as of 15:25, 29 May 2018

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 + 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 + 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. 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.]

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".