Hitpoints (HP): Difference between revisions

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Certain consumables such as {{Favilink|salve injector|plural}}, {{Favilink|witchwood bark}}, and {{Favilink|ubernostrum injector|plural}} will restore hitpoints over time, while {{Favilink|urberry|plural}} restore hitpoints instantly.   
Certain consumables such as {{Favilink|salve injector|plural}}, {{Favilink|witchwood bark}}, and {{Favilink|ubernostrum injector|plural}} will restore hitpoints over time, while {{Favilink|urberry|plural}} restore hitpoints instantly.   


Furthermore, many creatures will naturally regenerate a number of hitpoints each turn according to the following formula: {{Code Reference|namespace=XRL.World.Parts.Mutation|class=Stomach}}
Furthermore, many creatures will naturally regenerate a number of hitpoints each turn according to the following formula: {{Code Reference|namespace=XRL.World.Parts|class=Stomach}}


<math>\frac{20 + 2 \times ( \text{Willpower Modifier} + \text{Toughness Modifier})}{100}</math>  
<math>\frac{20 + 2 \times ( \text{Willpower Modifier} + \text{Toughness Modifier})}{100}</math>  
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== Maximum Hitpoints ==
== Maximum Hitpoints ==
At character generation, the player character has a hitpoint maximum equal to their [[Toughness]] score. Each level after that, they will gain 1d4 + [[Toughness]] Modifier maximum hitpoints. This toughness modifier is retroactive, so if a level 12 character levels up to 13 and moves from a [[Toughness]] Modifier of +2 to +3, they will gain 1d4 + 12 hit points that level to make up for the 12 earlier levels where they did not have the +3 modifier.
At level 1, the player character has a hitpoint maximum equal to their [[Toughness]] score. Each level after that, they will gain 1d4 + [[Toughness]] Modifier maximum hitpoints.{{Code Reference|class=Leveler}}
{{missing info|What cs file?}}
 
===Toughness changes===
Changes to toughness act retroactively, so if a level 12 character increases toughness from 16 to 18, they will gain 13 maximum hitpoints, two from the +2 increase to toughness applying to level 1 toughness, and 11 from the increased toughness modifer applying to 11 levelups.
 
This rebalance occurs whenever toughness changes for any reason, even under temporary boosts, and current HP will also be changed to maintain the player's current / max health percentage. For example, if a level 12 player with 35/70 hitpoints uses {{favilink|Ego projection}} to increase their toughness by 10, their maximum HP will increase by (10 + 5 * 11) = 65 points to a new maximum of 135, and their current HP will increase to 62. If the player takes 30 damage and then the projection wears off, their maximum health will decrease back to 70 and their current health will decrease from 32 to 16.
 
==References==
==References==
<references/>
<references/>
[[Category:Battle Mechanics]]
[[Category:Battle Mechanics]]

Latest revision as of 17:42, 15 June 2022

Hitpoints, HP, or ♥ are an integer value which measures how close a creature is to death or how intact items and walls are.

Losing and Gaining Hitpoints

This article has information that is missing or not up to par.
Reason: How do the boosts from Regeneration and Photosynthetic Skin stack?

Attacks which successfully hit their target and penetrate through any ♦AV or MA which it may have will deal damage, reducing the hitpoint total of whatever is hit. Additionally, some effects, such as burning or bleeding, will continually decrease the hitpoints of those afflicted with them.

Certain consumables such as salve injectors, witchwood bark, and ubernostrum injectors will restore hitpoints over time, while urberries restore hitpoints instantly.

Furthermore, many creatures will naturally regenerate a number of hitpoints each turn according to the following formula: [1]

Taking damage interrupts natural HP regeneration for 5 turns, unless the creature has the Regeneration mutation, which prevents this effect. Those with the Regeneration mutation or the Photosynthetic Skin mutation also gain percentage boosts based on levels of those mutations to their natural HP regeneration.

Maximum Hitpoints

At level 1, the player character has a hitpoint maximum equal to their Toughness score. Each level after that, they will gain 1d4 + Toughness Modifier maximum hitpoints.[2]

Toughness changes

Changes to toughness act retroactively, so if a level 12 character increases toughness from 16 to 18, they will gain 13 maximum hitpoints, two from the +2 increase to toughness applying to level 1 toughness, and 11 from the increased toughness modifer applying to 11 levelups.

This rebalance occurs whenever toughness changes for any reason, even under temporary boosts, and current HP will also be changed to maintain the player's current / max health percentage. For example, if a level 12 player with 35/70 hitpoints uses Ego Projection to increase their toughness by 10, their maximum HP will increase by (10 + 5 * 11) = 65 points to a new maximum of 135, and their current HP will increase to 62. If the player takes 30 damage and then the projection wears off, their maximum health will decrease back to 70 and their current health will decrease from 32 to 16.

References

  1. XRL.World.Parts.Stomach
  2. XRL.World.Parts.Leveler