Attack Results in GS4

Attack Results in GS4

  

Miss

Either your character simply fails to strike an opponent, or its armor, shield, or weapon deflected your character’s attack safely away.

Clash

When your character’s weapon strikes an opponent’s arms or armor, a clash may result.  Depending on the strength of the weapons and armor, the clashing items may be damaged or broken.  The more damaged an item becomes, the weaker it becomes, thus it is more likely to become further damaged in a subsequent clash.

 

Note: Clashes, as well as Damage and Repair, have been put on hold for now, but they will eventually be released.

 

Health Damage

Health damage is caused by weapon hits and aimed spell hits.  It is the amount of damage inflicted to cause pain, bleeding, shock, trauma, and ultimately death.  Each character and creature can withstand a certain amount of health damage before the total accumulation results in death.

 

Severe Damage (Criticals)

Every time a blow is struck, a hit location is determined, and a message is given to describe the amount of damage done, the type of damage done (a sword hit, a fire attack, etc.), and the area to which the damage was delivered.  As more and more damage is done, these messages become more severe at different rates, dependent on the location of the hit.  Targets who are struck in the eye need to take very little damage before they are stunned.  Targets who are struck in the arm cannot be killed that way (although the arm could be cut off).

 

The messages and resultant effects will tend to vary, making strikes to the head, neck, and other critical areas more severe than strikes to the hand, leg, and those that are less important to sustaining life.

 

Factors that increase the severity of damage are the base amount of damage done, the attacker’s Dexterity bonus, weapon weighting, and special attack bonuses (ie Ambushing).  Factors that reduce the criticals are armor padding and the defender’s Constitution bonus.  Additionally, heavier armors provide better protection against criticals.

 

Severe Damage to Creatures

Certain types of unusual creatures are subject to different types of damage.  Mainly, if the creature is larger or smaller than your average monster, has a different number of limbs than normal (such as a spider), or is otherwise significantly different than a humanoid in its form, then the messages given during combat may be different.  Some creatures have susceptibility or resistance to certain damage types, and may even have outright immunity.  For example, most undead are susceptible to fire spells, while a fire elemental might actually be healed by the fire.

 

Stun

Severe damage to some areas may, in addition to the damage done, cause the target to be stunned by the force of the blow.  A stunned target cannot move or change its defense options for the duration of the stun.  An attack against a stunned target will also be easier, since the stunned targets may not easily defend themselves.

 

Bleeding

Severe damage to some areas may cause bleeding in that area as well, simulated by a Health Point (HP) damage per round representation.  For instance, if a severe blow breaks the arm of an opponent, that opponent may bleed at 2 HPs per round, meaning that every round the opponent will take an additional 2 points of health damage until that wound has been healed or bandaged.

 

Bleeding will not stop on its own, and your character could bleed to death if his wounds are not healed.  However, with the TEND command, the First Aid skill can stop the loss of HP damage due to bleeding if it is successfully applied.

 

Death

The most severe hits can result in the instantaneous death of a character even if that hit did not damage the target enough to bring their Health Points to zero.  Some severe hits can kill in a single strike by critically damaging body parts necessary for life.

Upon being restored to life, a character will be in a weakened state, with all stats experiencing a reduction of 40%. The rate of recovery depends on how the character died and was restored to life.

 

Types of Death

Stat Recovery

Death with Deeds and Resurrection

4% per minute

Death with Resurrection, No Deeds

2% per minute

Decay with Deeds

2% per minute

Decay without Deeds

1% per minute

 

The Cleric spell, Holy Receptacle (325) - Chrism, can be used to mitigate this weakness, reducing it by up to 50% (to a 20% stat reduction). This will allow characters to prepare for emergencies, like major invasions, and be able to get fallen heroes back into the fray within minutes, if needed, but at a cost of a Chrism gem. Also, characters under level 10 will recover at twice the normal rate.

 

In addition to the above, the character's Constitution will be reduced, with the amount based on the way that the character died and the number of times the character has died recently. Recent deaths are defined as those in the last 50,000 experience or 30 days, whichever results in fewer recent deaths. Players may type EXP to see their number of recent deaths. Constitution reduction for each type of death is as follows:

 

Type of Death

Constitution Loss and Other Penalties

Death With Deeds and Resurrection

-1 Constitution per recent death

Death Without Deeds, With Resurrection

-3 Constitution per recent death; reduced health, stamina, spirit and mana recovery rate for the next 2000 experience

Decay With Deeds

-3 Constitution per recent death; greater reduction in recovery rates

Decay Without Deeds

-3 Constitution per recent death; reduction in recovery rates as decay with deeds, effective for next 10,000 experience

 

The modifier for recent deaths will be capped at 5; even if a character has a chronic death problem, the character will not lose more than 5 Constitution for a normal death with resurrection.  The cumulative maximum reduction will be capped at 25.  These points will be recouped at a rate of 1 point per 2000 exp gained.  The Cleric spell, Holy Receptacle (325) - Chrism, may mitigate this temporary Constitution loss, reducing it by up to 2 points.  Characters under level 10 will not lose Constitution for recent deaths.  Characters will also lose any unabsorbed field experience at the time of resurrection.

 

There is a means in which characters can recoup these temporary losses ...  it is a puzzle for the players to figure out.  All I know is to look for the priestesses that wander the towns and that the shadowy dragons and mounds found outside of town are involved.

 

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