combat

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combat [2020/01/05 14:06]
aster created
combat [2023/04/08 17:29] (current)
poldora changes to incap 7th april
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- <h1 id="firstHeading" class="firstHeading" lang="en">Combat</h1>+ <h1 id="firstHeading" class="firstHeading" lang="en">Combat and Injuries</h1>
   
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- <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><p><i>Please note: Many actions around interacting with other characters require being in the same area as that character. You cannot move, heal, or kill someone who is not in the same immediate outside area, room, or vehicle as you. The only exceptions are that you can attack or incapacitate someone who is not in the same vehicle as you. You also must be within a range of 15% on roads when <a href="/web/20190829205706/http://www.wiki.marosia.com/index.php?title=Travel" title="Travel">traveling</a> in order to do the above actions, in addition to whisper, or trade.</i>+ <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><p><i>Please note:</i> Many actions around interacting with other characters require being in the same area as that character. You cannot move, heal, or kill someone who is not in the same immediate outside area, room, or vehicle as you. The only exceptions are that you can attack or incapacitate someone who is not in the same vehicle as you. You also must be within a range of 15% on roads when <a href="https://www.marosia.com/doku/doku.php?id=travel" title="Travel">traveling</a> in order to do the above actions, in addition to whisper, or trade.</i>
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 <div id="toc" class="toc"><div class="toctitle"><h2>Contents</h2></div> <div id="toc" class="toc"><div class="toctitle"><h2>Contents</h2></div>
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 <h2><span class="mw-headline" id="Injuries">Injuries</span></h2> <h2><span class="mw-headline" id="Injuries">Injuries</span></h2>
-<p>Upon reaching a health percentage below 35, your character runs the risk of an injury with debuffs. Injuries can be temporary or permanent depending on how they are healed. Injuries are permanent if they are never healed or if a healing attempt fails. Injury debuffs are removed completely if healed successfully. You can have multiple injuries at once - what type is random. Injuries in various states are visible from the description of a character.+<p>Upon reaching a health percentage below 35, your character runs the risk of an injury with debuffs. Injuries can be temporary or permanent depending on how they are healed. Injuries are permanent if they are never healed or if a healing attempt fails. Injury debuffs are removed completely if healed successfully. You can have multiple injuries at once - what type is random. Injuries in various states are visible from the description of a character. Health reduction caused by poison does <b>not</b> risk causing injuries, it is only from combat.
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- <td style="padding:5px; margin:3px;background:#ebebeb;">Arm+ <td style="padding:5px; margin:3px;background:#ebebeb;">Upper Body
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  <td style=""> -1 Strength<br>  <td style=""> -1 Strength<br>
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- <td style="padding:5px; margin:3px;background:#ebebeb;">Leg+ <td style="padding:5px; margin:3px;background:#ebebeb;">Lower Body
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  <td style=""> -1 Dexterity<br>  <td style=""> -1 Dexterity<br>
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 <h2><span class="mw-headline" id="Healing_Damage">Healing Damage</span></h2> <h2><span class="mw-headline" id="Healing_Damage">Healing Damage</span></h2>
-<p>Healing yourself from general damage, rather than an injury, takes time as project with a healing item. The amount of time it takes to heal will always be 5 hours, regardless of alchemy skill level+<p><h4>Healing Yourself</h4> 
-You can also initiate healing on othersThis does not require a request to be accepted to initiate but only one of these projects can be initiated at a time for given victim in a location (for healing initiated by others, healing yourself does not count for this limit). To avoid abuse, multiple people can work on itbut effort will always be 1 per hour to keep the project 5 hours long. The project also does not provide exp to the participants (you trade the learning opportunity for a life saving opportunity). This is true whether the healing is initiated by medicine or magic.<br><br> +<br> 
-You can also heal naturally, if you don't have medicine. Each hour natural regeneration will add +1 to your healthbut you will heal much more quickly in a nicely furnished room (altars, locks, and windows do not count)You must have at least 5 pieces of furniture to activate the effectwhich will tack on the average quality of your furniture to the original +1, meaning it could go from +2 to +6This effect will only take place if you are in a furnished castle, apothecary, room, or residence - it will not work in any other kind of building.+Healing yourself from general damage can be done in variety of ways. 
 +<br> 
 +<li>You will naturally regenerate 1 health per hour regardless of your location, so you can wait it out if you wish
 +<li>You can use a medical healing item and work a static 5 hour project that gives no exp. The amount healed is dependant on the medicinal quality and the participant’s knowledge level. 
 +<li>You can head inside certain buildings – see below – to increase the natural regeneration rate. 
 +<br> 
 +<br> 
 +<h4>Healing Others</h4> 
 +<br> 
 +You can heal others via the use of medical healing itemit is the same type of project as when healing yourself and unlike when healing an injury – no permission is needed from the person being healed. To avoid abuse, multiple people can work on it but the effort will only ever be 1 per hour to keep the project 5 hours long in totalThis project does not give exp and only one can be initiated per person per location. 
 +<br> 
 +<br> 
 +<h4>Healing Inside</h4> 
 +<br> 
 +To increase natural regeneration, you can head inside the following types of structures: 
 +<br> 
 +<li>Castle 
 +<li>Apothecary 
 +<li>Residence 
 +<li>Internal Room: A room built inside another building that is not listed in this section; such as a watchtower. 
 +<br> 
 +Inside there will need to be <b>5</b> pieces of <b>different</b> furniture as a minimumthough you can have more. The average quality of <b>the top five</b> pieces will be taken and added to the natural +1 health per hour to give a higher heal rate. 
 +<br> 
 +<b>For Example:</b>  
 +<li>You are inside an apothecary with 5 pieces of unique master furniture (1 x chair1 x table, 1 x counter, 1 x bathtub, 1 x couch for example) – you will heal 6 health points per hour. 
 +<li>You are inside an internal room with 5quality 1 pieces of unique furniture – you will heal 2 health points per hour. 
 +<li>You are inside a castle with 10 pieces of unique furniture, 5 are master and 5 are poor – you will heal 6 health points per hour.
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 <h2><span class="mw-headline" id="Incapability">Incapability</span></h2> <h2><span class="mw-headline" id="Incapability">Incapability</span></h2>
-<p>This state activates once your health reaches 0 from animal attacks or a character has rendered a subdued character incapable after 24 hours. In this state you are unable to do anything except for roleplaying. This is the state <b>before</b> death (including combat, including animal attack, starvation, and old age). You can be healed out of the incapable state by another person, (or you can do it yourself) if they have medicine and a decent level of knowledge, but they could still fail, resulting in death. If you survive you will not get out of it unscathed - a random grievous injury will be applied to your character with 100% success which is permanent (although you can rebuild the attribute back up again). These injuries can stack. Healing someone out of incapability takes between 2 and 10 hours depending on how high your knowledge is. While in this state, other characters are able to drag you where they want to because you are unable to defend yourself, and they are also able to take your things (anything worn or held). <br><br>24 hours after the time you became incapable, you (regardless of age) and other characters over the age of 14 are able to end your life at will. If guards have incapacitated you via auto-attack (because you broke the law or are a wanted criminal) then they will not attack you again, unless it's an intentional action by a player. Incapable characters will automatically eat one food item in their inventory per hour if they have less than 50 percent hunger. Incapable characters do not get a multi-ingredient bonus to nutrition in their mealsso they get much less sated. This is because incapable characters are meant to be a burdenand it is discouraged to keep them alive for long periods without medicine. Animals will not finish off an incapable person. Unhealed, characters die after this state, which will produce a corpse with the character's description and time of death. If a character dies on the road, the body will be moved to the nearest tile based on where they were at on the road at the time of death.<br><br><strong>Note of Doom: This is a game with permanent death. If your character dies, you will not be able to play them ever again, and there is a cooldown period of a week before another character can be made.</strong>+<p>This state activates once your health reaches 0 from animal attacks or a character has rendered a subdued character incapable after 24 hours. In this stateyou are unable to do anything with the exception of roleplaying. This is the state <b>before</b> death (including combat, animal attack, starvation, and old age). You can be healed of the incapable state by another person, providing they have medicine and a decent level of knowledge, but they could still fail which will result in death. If you survive you will not get out of it unscathed - a random grievous injury will be applied to your character with 100% success. This injury is permanent (although you can rebuild the attribute back up again). These injuries can stack. Healing someone out of incapability takes between 2 and 10 hours depending on how high your alchemy skill is. While in this state, other characters are able to drag you where they want to because you are unable to defend yourself, and they are also able to take your things (anything worn or held). <br><br>24 hours after the time you became incapable, you (regardless of age) and other characters over the age of 14 are able to end your life at will. If guards have incapacitated you via auto-attack (because you broke the law or are a wanted criminal) then they will not attack you again, unless it's an intentional action by a player. Animals will not finish off an incapable person<br><br>Incapable characters <b>do not eat automatically</b>. Insteadupon reaching the incapable statehunger is uplifted to 30% which will give the player 3 Real-Life days to consume something manually. This is applicable to Old Age. Unhealed, characters die after this state, which will produce a corpse with the character's description and time of death. If a character dies on the road, the body will be moved to the nearest tile based on where they were on the road at the time of death.<br><br><strong>Note of Doom: This is a game with permanent death. If your character dies, you will not be able to play them again unless they are brought back via special means such as necromancyin-game plots or similar. There is also a cooldown period of a week before another character can be made.</strong>
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  • Last modified: 2020/01/05 14:06
  • by aster