Health & Wounds¶
This page covers the four resource pools, natural recovery, and the wound/effect system that combat and traps inflict.
The pools¶
| Pool | Maximum | Notes |
|---|---|---|
| HP | (STR + CON) ÷ 10 base, + (racial factor + CON bonus ÷ 10) per Physical Fitness rank, capped at the racial ceiling + CON bonus |
0 HP = death |
| Mana | base(tier) + perLevel(tier) × level + Harness Power ranks |
derived; recomputed on change |
| Spirit | round(AUR ÷ 10) |
small divine/resurrection pool |
| Stamina | (STR bonus + AGI bonus + DIS bonus) ÷ 3 + CON bonus + Fitness bonus ÷ 3 |
maneuver pool |
The racial HP factor runs 4 (gnomes, halflings) to 7 (Giantkin); ceilings run 90–200 — humans are 6 and 150. Physical Fitness is the HP skill: a fresh sheet starts small (a sturdy human around 15) and Fitness ranks build it fast. Spirit and Stamina track your stats as they grow. Maximum mana is derived — to raise it, raise level, Harness Power, the prime stat, or change profession (see Character Creation). STAT shows current/max for HP and mana.
Natural recovery¶
Living characters and creatures regain a slice of each pool on a fixed pulse:
Recovery pulse: every 30 seconds. HP regained = a percentage of max, by posture (minimum 1):
| Posture | HP per pulse |
|---|---|
| Standing | 5% |
| Kneeling | 10% |
| Sitting | 10% |
| Prone | 15% |
Mana, Spirit, and Stamina refill on the same clock. A creature locked in combat does not regenerate — but you always do, so resting between fights and kiting both work.
POSTURE sit rest to heal faster between fights
POSTURE prone fastest recovery (but worst defense — see Combat)
POSTURE stand stand up to fight
Recovery nodes¶
Some rooms are flagged as recovery nodes — places of power (shrines, waypoints) where regeneration is enhanced. A greater node is stronger than a standard one. The bonus applies automatically each pulse while you are in the room.
Wounds and status effects¶
Critical hits and trap triggers inflict timed effects. Wounds drain on a faster effect pulse (~6 seconds), separate from the 30-second recovery pulse — so a heavy bleed can outpace healing.
Bleeding¶
A bleeding wound drains HP each effect pulse. Crits inflict bleed at rank ≥ 3 (rate = rank − 2); traps and spell riders can also cause it. Multiple bleeds stack. Bleeds clot over time on their own, or you can TEND them. A creature left bleeding can die without further attack.
Stun¶
A stun collapses defense and restricts you to a handful of commands (STAT, INFO, EFFECTS, RT, HELP). Each stun round is 5 seconds. Crits cause stun at rank ≥ 4 (rank − 3 rounds); spark/blast/glyph traps and ice/air riders can also stun. A stunned target loses dodge and parry and takes −20 DS, leaving them extremely vulnerable.
Debuffs¶
Some effects apply timed modifiers to AS, DS, or a stat (for example the shaken −10 AS / −10 DS after death, or a Blind rider's attack penalty). Modifiers from different sources stack and each expires on its own timer.
EFFECTS (AFFLICTIONS) list active wounds/effects and remaining durations
Tending wounds¶
TEND tend your own wounds (reduces/stops bleeding)
TEND <target> tend another character
TEND needs a free hand and takes a short time. It is the active counter to a bleed that natural clotting will not outrun. Combined with POSTURE prone (fastest regen) or a recovery node, it can stabilize a serious wound.
See also¶
- Combat — how criticals inflict bleed and stun
- Death & Respawn — what happens at 0 HP
- Lockpicking & Treasure — trap-inflicted wounds