Health

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Revision as of 18:26, 16 January 2017 by Deantwo (talk | contribs) (→‎Death: Typo fix.)
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All characters, such as animals, citizens and avatars, can die.

Many hazards can injure a character, including other characters, the environment, and physics.

Hit Points

The health of a character's body is measured in hit points. The nominal human body has 50 hit points. A character's maximum hit points are determined by its DNA, which varies from specie to specie.

A character falls unconscious when the injuries are equal or exceed the character's maximum hit points. When unconscious, the character's health ebbs away at the rate of one hit point per second until it is dead, at -30 hit points.

Unconsciousness

While a character is unconscious and dying, it can be revived with prompt medical attention. It can also be injured further, hastening its death.

While a character is unconscious, it can be picked up by an avatar. To pick up a fallen character, look at them and use the "use/enter" command, default E key. This lifts them onto your back and stabilizes their bleeding so they will stop dying while carried. Use the "use/enter" command, default E key, again to drop drop the unconscious character again.

A fallen avatar can use the "use/enter" command, default E key, to fall from the back of someone carrying them, to avoid an unconscious avatar from being captured indefinitely.

Death

When a character die, its body is replaced by an animal carcass commodity. Amphibious creatures with thin skin will leave a fish carcass commodity instead. The slight difference is due to the ability to produce leather from the animal carcass; leather cannot be produced from a fish carcass.

Characters also drop a head when killed. These heads can be used as trophies or snacks.

A character cannot cannot be revived after it has died.

Avatar Death

When an avatar dies, they will respawn at their home.

They may drop one item from their inventory apron death, but otherwise nothing is lost when an avatar dies.

Afflictions

This section is in need of revision.
Please help improve it or discuss these issues on the talk page.
The reason given is: Table needs a read through. Why is "Bounty" an affliction? Maybe pictures of the affliction effect would be cool?

Hazards can afflict a character with conditions that affect its health or performance.

Name Short Description
Acid Corrosive acid on the surface of the body. Acid inflicts large amounts of damage that decreases rapidly over time until the acid is gone.
Decontamination treatment can be applied using a surgery unit. Requires/consumes water for decontamination.
Decontamination treatment can also be performed on yourself or someone else using water in your inventory.
Bounty Reward posted for the death of your body. Bounties on your head are listed on the Bio (F8) window.
Bounties trigger bounty hunter jobs for other players in your area. Players must observe the bounty hunter job on the Jobs (F8) window and accept the job to become eligible to collect the bounty.
Bounty is collected by anyone carrying out a bounty hunter job specifically hunting for you. Once collected, the bounty is removed.
Disease Harmful organism inside your body. Virulence is the measure of severity for diseases. Virulence determines the amount of damage inflicted periodically to your body by the disease. Virulence increases steeply to the maximum strength of the disease then tapers off slowly over time until the disease is gone.
Contagion occurs during the period of peak virulence of the disease. While contageous, the disease can be spread to nearby people who are not protected by an environment suit.
Antitoxin can be applied directly or using a surgery unit.
Disease severity is a number indicating the tech level of antitoxin required to completely cure the disease. Disease 12 requires one single antitoxin TL12 to cure it completely. Lower tech level antitoxins will reduce a disease by the tech level of the antitoxin. Antitoxin TL5 applied to Disease 12 reduces the severity to Disease 7. Two more doses would cure the disease completely.
Implant Gestating parasitic organism implanted in a host creature, you. Implant lies dormant inside the host as it grows through three stages: embryonic, growth, and emergent. This can take several hours.
Implant inflicts damage to the host upon emergence from the host.
Implant emerges at small size then grows rapidly to full size. Emergent creature has animal intelligence, even when implanted by a sentient creature.
Removal of implanted organisms can be accomplished using a surgery unit.
Paralysis Reduces the mobility of your body. This could be a mental or neural effect or perhaps a physical encumberance, such as a spider web or sticky goo.
Movement speed is reduced the most at first. Speed reduction drops off over a relatively short time until the condition is gone.
Physical therepy treatment can be applied using a surgery unit.
Poison Harmful chemical compound inside your body. Toxicity is the measure of severity for poisons. Toxicity determines the amount of damage inflicted periodically to your body by the poison. Toxicity starts at its peak and decreases over time until the poison is gone.
Antidote can be applied directly or using a surgery unit.
Poison severity is a number indicating the tech level of antidote required to completely cure the poison. Poison 12 requires one single antidote TL12 to cure it completely. Lower tech level antidotes will reduce a poison by the tech level of the antidote. Antidote TL3 applied to Poison 12 reduces the severity to Poison 9. Three more doses would cure the poison completely.