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Wiki Systems Vitals

Vitals

Health, spell points and endurance; what sets each pool, what spends it, and how it comes back.

Every character has three pools. Health is your life. Spell points pay for magic and most skills. Endurance pays for physical effort: every weapon swing, and every step you walk. hp shows all three, and score shows them with the rest of your sheet.

HP |412/560| SP |180/230| EP |96/154|

Warriors see a fourth figure, adrenaline, which is not a pool that refills but a meter they build in combat.

What sets your maximums#

Each class has its own health and spell point multipliers and its own endurance ceiling. Stats, equipment, remorts and active effects change the totals.

Health is (50 + level x 15) scaled by your class multiplier, with constitution then adding a flat 2.5 points for each point above 10. Because the constitution bonus is added after the class multiplier, it is worth more to lightly armored classes: the same 100 points is about 17 percent of a mage's pool but only 11 percent of a warrior's.

Spell points are (30 + level x 10) plus 5 for each point of intelligence above 10, all scaled by your class multiplier.

Endurance runs in a straight line from 40 at level 1 to your class ceiling at level 100, with one more point for every point of agility you have.

These are the approximate maximums at level 100 with stats of 10 and no gear:

Class Health Spell points Endurance
Warrior 895 571 220
Paladin 850 700 190
Templar 696 785 175
Assassin 800 796 204
Thief 800 700 208
Ranger 800 650 195
Rogue 750 680 200
Necromancer 849 750 145
Bard 850 650 172
Psion 719 800 145
Cleric 800 700 155
Healer 700 830 140
Merchant 700 550 160
Diplomat 650 600 165
Mage 600 900 130
Explorer 697 442 135

Explorer stops at level 10; its level 100 row is there only to compare the class scaling. Joining a guild puts you back to level 1 with the new class's figures.

Gear adds on top. Armor and jewelry can carry health, spell point and endurance bonuses, and a completed set adds more. Endurance from gear counts for half of what the item lists; runes count in full. Each remort raises all three maximums by 2 percent, up to 10 percent. A few effects change the maximum itself: Aura of Fortitude raises maximum health by 10 percent for the paladin and allies nearby, and the mage passive Glass Cannon trades away 10 percent of maximum health for spell damage.

Natural recovery#

Your pools refill on a tick that runs every 20 seconds. It is a real clock, so standing still and walking around recover at the same rate.

Health recovers 4 + (level / 20) a tick, which is 4 at level 1 rising to 9 at level 100. Constitution adds a point for every 4 points above 10, and gives a chance equal to your constitution above 10 that the tick lands double. Sitting adds half as much again, and sleeping doubles it. There is no health recovery at all while you are in combat.

Spell points recover 5 a tick at level 1, rising to a class figure at level 100: 8 for a warrior, 18 for a mage, and everyone else between. Intelligence adds a point per 4 above 10 and the same chance of a doubled tick.

Endurance recovers half of what the class figure gives: 7 a tick at level 1, rising to 28 for a warrior or thief and 20 for a mage at level 100, with everyone else between. Agility adds to it as intelligence does for spell points.

Unlike health, spell points and endurance keep recovering during a fight. Skill costs can still outrun that and empty either pool.

A campfire in the room doubles your natural recovery. A healer's Hallow makes the room sacred ground, and anyone standing in it recovers health twice as fast. Two or more players of a group in the same room mend between fights the way heroes do (see Groups).

Resting#

rest is far faster than natural recovery and is the usual way back to full. It restores 1 percent of each maximum every second, and stops when you are full or the moment a fight starts. You cannot rest in combat or while mounted. Typing rest again, or stand, gets you up.

Rest where a healer has laid out a bedroll and you recover 2 percent a second instead, and your natural recovery doubles while you rest beside it. A well stocked inn and a clan hall's hearth also speed a rest.

Heroes and henchmen do not need you to rest. Once the party has been out of a fight for five seconds they recover 2 percent a second by themselves, whether you sit down or keep walking, and stop the moment a fight starts. A ranger's animal has no such habit and is topped up by your own rest while it is in the room with you.

Food and drink#

There is no hunger or thirst to manage. Going without food or drink does you no harm, and eating is for what a meal gives back. At a tavern or inn, foodmenu and drinkmenu show what each item costs and how much health, spell points or endurance it restores; buy it from the barkeep, then eat or drink it. Either command takes the item from an open container you carry if it is not in your hands, and in a fight it waits for your next round.

Your stomach#

What you can eat and drink is limited by your stomach, which holds 1,500 for everyone. Each meal, drink and restoring potion takes up room: a potion takes as much as it restores. When the stomach is too full for the next thing you are refused it, and nothing is wasted. It empties by 15 percent of its size a minute, and summary shows how full it is. You must also wait three seconds between one thing eaten or drunk and the next.

Drink#

Ale, mead, cider and wine carry strength, and every cup adds to it. As it builds you pass through four stages:

Stage What it does
Tipsy Your speech slurs a little.
Drunk Your speech slurs badly, one step in four goes the wrong way, and others see you sway.
Very drunk Half your steps go astray and hiccups break into your words.
Wasted Three steps in four go astray, you are sick every few moments, and you may pass out where you stand. Being sick clears some of the drink.

Drink wears off by itself over time and leaves a small headache when the last of it goes. If you got as far as very drunk you are hungover for five minutes afterwards. Constitution lets you hold a little more before it shows: every 5 points take one point off the drink's strength. Small ale has no strength and is safe to drink with a meal. Once you have all you can hold, you cannot keep another drop down.

Cooked meals#

A ranger can cook the meat their animal brings back over a campfire with cook. Eating it raises one stat for fifteen minutes, by 1 to 5 points depending on the cook's level: one point, and one more for every 25 levels. The animal decides the stat:

Meat Stat
Hare, wood pigeon, marsh bird, jungle fowl, desert fowl Agility
Mountain goat, boar Strength
Forest root and truffle, tuber Wisdom
Roe deer, winter hare and anything else Constitution

A second meal for the same stat replaces the first rather than adding to it, and the bonus ends if you log out.

Spending#

Endurance is the pool you notice first.

Run out and you are too exhausted to strike, and the swing does not happen.

Spell points pay for skills and spells. Costs are set per ability, and the larger resurrections and mass effects run into the hundreds.

Health goes to attacks and some abilities. Falling below 1 means death unless something steps in. See death.

Adrenaline#

Warriors gain adrenaline every combat round, up to 100, and it drains by a tenth each recovery tick once they are out of combat. Warrior abilities spend it. It shows on hp as a fourth figure.