Difference between revisions of "Deepwounds"
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Within the world of Lusternia, deep wounds may be quite unlike anything you'll find in other worlds. With a judicious slice, a warrior can inflict painful blows that can result in deep wounds. Deep wounds are damage so deep within your body that they cannot be cured by normal means. The greater your deep wounds, the more chance that the next blow against you by a trained warrior could have devastating effects, including broken bones, severed arteries, punctured lungs, and even mortal wounds or beheading. | Within the world of Lusternia, deep wounds may be quite unlike anything you'll find in other worlds. With a judicious slice, a warrior can inflict painful blows that can result in deep wounds. Deep wounds are damage so deep within your body that they cannot be cured by normal means. The greater your deep wounds, the more chance that the next blow against you by a trained warrior could have devastating effects, including broken bones, severed arteries, punctured lungs, and even mortal wounds or beheading. | ||
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There are three main methods of tracking how many deep wounds you have. | There are three main methods of tracking how many deep wounds you have. | ||
* '''Wounds skill''': Use the Discernment skill < | * '''Wounds skill''': Use the [[Discernment#Wounds|Discernment skill]] <code>WOUNDS [SIMPLE]</code> (or <code>WS</code>) to check on your wounds. This is the only way to be certain, but <del>it requires balance and consumes equilibrium</del>, so you can't do it too often in a fight. | ||
* '''Estimate by hits''': Every time a warrior or monk hits you, you take some wounds. | * '''Estimate by hits''': Every time a warrior or monk hits you, you take some wounds. How many can vary widely depending on the characteristics of the attacker and weapons, but estimating about 800 per warrior combo and 250 per monk combo is better than nothing.[Chronicler's note: this method can be used but the numbers themselves are likely out of date. Expect this to be updated in time.] | ||
* '''Estimate by requirements''': Warrior afflictions require a certain wound level, so if you just got an affliction, you know that you have at least that many deep wounds. | * '''Estimate by requirements''': Warrior afflictions require a certain wound level, so if you just got an affliction, you know that you have at least that many deep wounds. Consult the following chart. | ||
==Warrior Attacks and Deep Wounds== | ==Warrior Attacks and Deep Wounds== |
Latest revision as of 01:11, 29 October 2021
This entry is Outdated and no longer accurately reflects Lusternia! You can help the lore wiki by becoming a chronicler or contacting a Chronicler with information to add to it. |
Within the world of Lusternia, deep wounds may be quite unlike anything you'll find in other worlds. With a judicious slice, a warrior can inflict painful blows that can result in deep wounds. Deep wounds are damage so deep within your body that they cannot be cured by normal means. The greater your deep wounds, the more chance that the next blow against you by a trained warrior could have devastating effects, including broken bones, severed arteries, punctured lungs, and even mortal wounds or beheading.
Healing potions may be applied to body parts to cure these deep wounds (as opposed to drinking them). Since one can only effectively use a draught from a healing potion every few seconds, it is a choice whether to either drink the potion to heal your health or to apply the potion to cure deep wounds--yet another facet in the complex combat system of Lusternia.
How many do you have?
There are three main methods of tracking how many deep wounds you have.
- Wounds skill: Use the Discernment skill
WOUNDS [SIMPLE]
(orWS
) to check on your wounds. This is the only way to be certain, butit requires balance and consumes equilibrium, so you can't do it too often in a fight.
- Estimate by hits: Every time a warrior or monk hits you, you take some wounds. How many can vary widely depending on the characteristics of the attacker and weapons, but estimating about 800 per warrior combo and 250 per monk combo is better than nothing.[Chronicler's note: this method can be used but the numbers themselves are likely out of date. Expect this to be updated in time.]
- Estimate by requirements: Warrior afflictions require a certain wound level, so if you just got an affliction, you know that you have at least that many deep wounds. Consult the following chart.
Warrior Attacks and Deep Wounds
Attack | Spec | Type | Body Part | Requires |
AmputateArm | AL, PB | Swing | Arm | critical |
AmputateLeg | AL, PB | Swing | Leg | critical |
ArmArtery | BM | Jab | Arm | negligible |
BashBrain | BC | Swing | Head | critical |
Behead | AL, BM, PB | Hack Down | Head | critical |
BlackEye | BC | Swing | Head | heavy |
BloodyNose | BC | Jab | Head | negligible |
BrokenArm | AL, BC | Swing | Arm | heavy |
BrokenChest | BC | Either | Chest | medium |
BrokenJaw | BC | Jab | Head | light |
BrokenLeg | BC | Either | Leg | heavy |
BrokenNose | BC | Swing | Head | light |
BrokenSkull | BC | Swing | Head | medium |
BrokenWrist | BC | Swing | Arm | critical, plus broken arm |
BurstOrgans | BC | Jab | Gut | critical |
CollapsedLungs | BM, PB | Jab | Chest | BM:heavy, PB:critical |
Concussion | BC | Jab | Head | critical |
CrackedKneecap | AL | Either | Leg | heavy |
CrackedElbow | PB | Swing | Arm | heavy |
CrushedChest | BC, AL | Swing | Chest | BC:heavy, AL:critical |
CrushedLeg | BC | Swing | Leg | critical, less with broken leg |
CrushedWindpipe | BC | Jab | Head | heavy |
Disembowel | BM | Jab | Gut | critical |
Execution | AL | Either | chest, gut, and head at heavy; at least one critical | |
FracturedArm | AL, BC | Swing | Arm | medium |
FurrowedBrow | PB | Swing | Head | medium |
GashedCheek | PB | Jab | Head | medium |
GashedChest | BM | Swing | Chest | medium |
HeartPierce | BM | Jab | Chest | critical |
Impale | BM | Jab | Gut | heavy |
KnockDown | AL, BC | Either | Leg | AL:light, BC:medium |
LaceratedArm | AL, PB | Either | Arm | negligible |
LaceratedLeg | AL, PB | Either | Leg | negligible |
LegTendon | PB, BM | Either | Leg | PB:heavy, BM:critical |
OpenChest | AL, PB | Either | Chest | medium |
OpenGut | AL, BM, PB | Either | Gut | light |
PiercedArm | BM | Jab | Arm | light |
PiercedLeg | PB, BM | Jab | Leg | medium |
PinnedLeg | BM | Jab | Leg | heavy |
PuncturedChest | BM | Jab | Chest | medium |
PuncturedLung | BM | Jab | Chest | light |
RingingEar | AL | Either | Head | light |
RupturedStomach | PB | Either | Gut | heavy |
Scalped | BM | Swing | Head | medium |
SepticWound | BM | Jab | Gut | medium |
SeveredNerve | PB, BM | Jab | Arm | medium |
SeveredPhrenic | PB | Jab | Chest | medium |
SeveredSpine | AL | Swing | Gut | critical |
ShatteredJaw | AL | Either | Head | heavy |
SlapKnuckle | BC | Either | Arm | none |
SlicedBicep | PB | Swing | Arm | light |
SlicedEar | BM, PB | Swing | Head | light |
SlicedThigh | AL | Swing | Leg | medium |
SlicedForehead | AL, BM | Swing | Head | negligible |
SlitThroat | AL, BM, PB | Swing | Head | heavy |
SnappedRibs | AL | Jab | Chest | medium |
VomitingBlood | BC | Either | Gut | heavy |
Wind | BC | Either | Gut | medium |
AL=Axelord, BC=Bonecrusher, BM=Blademaster, PB=Pureblade