Wound

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A character can suffer wounds or injuries from creature attacks (and player attacks on PvP servers) as well as falling, thorns, drowning, and other mishaps. Wounds are shown under the affected body part in the player's inventory window under the expanded "body" tab. Pets and other creatures can also suffer wounds, but only from combat. Wounds on creatures can be examined by right-clicking the creature and selecting look > equipment from the options.

Medium, bad, and severe wounds will need treatment. This can be via bandage and treatment with a salve or healing cover. Just one or the other may not be enough to fully heal a bad or severe wound and a player may die if not treated in time.

Head injuries cause your characters to have minor concussion effects (lowering the effective level of mind logic). For example for a person who has the ability to queue 3 extra actions, a light bruise to the head can cause the number of extra actions queueable to be reduced.

Wound Severity

Wounds vary in damage, and the severity of wounds is based on the size of the wound as a fraction of the character's or creature's total health. Wound severity is one of the main factors determining how fast a wound will heal or worsen. Healing/worsening happens at a healing tick which occurs every 10 minutes after the wound was suffered. Note: The below factors are only a base line. Nutrition and fat levels as well as deed healing bonus also play a part in healing.

  • Very light: 0-5% damage. These wounds will naturally heal each healing tick.
  • Light: 5-15% damage. Light wounds naturally heal each healing tick.
  • Medium: 15-30% damage. Medium wounds over 20 will not heal without treatment. If the wound has an infection or the character is underfed, a medium wound may worsen to bad.
  • Bad: 30-45% damage. Bad wounds naturally worsen, so a character with such a wound must be treated or the wound will turn into a severe.
  • Severe: 45% and up. Severe wounds worsen. They must be treated or the wound will worsen until the character dies.

Wound Types

Each wound is displayed with its type, which is usually related to how the wound was suffered. Wound type will allow or prohibit what healing may be used. Wounds can generally be treated with bandaging, healing covers, or spells and exceptions are noted below.

  • Bite. Inflicted by many animal, bites are treated normally.
  • Bruise. Inflicted by mauls and clubs, or by many animal attacks. In addition to normal treatments, bruises may also be treated with farmer's salve.
  • Burn. Inflicted by lava and lava creatures, burns can also be inflicted with some enchanted weapons. Treated normally.
  • Cut. Inflicted by sharp weapons such as axes and treated normally.
  • Hole. Inflicted by stabbing weapons and similar animal attacks. Treated normally.
  • Water. Suffered when character begins drowning (moving in water after stamina is gone), all water damage will stack as a single wound. It can only be treated by getting out of the water and waiting a short amount of time (approximately 10 minutes), or by magical healing.
  • Poison. Inflicted by fog spiders, bees from wild bee hives or bee hives, or specially enchanted weapons or similar magical effects. Poison wounds can only be treated with healing covers, farmer's salve and magical healing.
  • Acid. Inflicted by Spawn of Uttachas and the sorcery spell karma missile. Can be bandaged with cotton and treated with water similarly a healing cover, but not with a healing cover.
  • Infection. Inflicted by specially enchanted weapons or similar magical effects. Infected wounds may worsen more rapidly (or heal slower), but can be treated normally.
  • Internal. Inflicted by drakespirit. Can be healed with farmer's salve, healing covers and by healing spells (Fo priest).

Wound Healing

  • Bandage: A bandage is made from a piece of cotton or a cotton item, applied to a wound. Large wounds may require a larger piece of cotton.
  • Treatment: A healing cover or farmer's salve. Not all wounds can be treated with salve. For best results, treat and bandage a medium or higher wound.
  • Spells/Magic: Spells from Fo, Magranon, and Libila can be used to heal wounds. Standing on enchanted grass or mycelium (for Libila followers) will increase healing.

See also