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Healing Injuries

In the challenging and unpredictable world of GemStone III, injury and death are inevitable. With the following tips, you'll be able to reduce the severity your injuries and heal yourself quickly.

Health Points
If your character's health points are reduced to 0, then your character will die.

Area Injuries
Area injuries, that is, damage to specific body parts, are the result of severe strikes you have taken. Area injuries can be seen by checking your "HEALTH," or having another character "LOOK" at you. Those injuries you have incurred will be noticeable to everyone. When injuries are healed, they may leave noticeable signs, such as scarring.

Some injuries, such as the loss of a limb or eye or nervous system damage, will leave you permanently impaired. These effects are not reversible by normal, mundane means, although certain magical arts for restoring limbs and crippled bodies can be used.

Assuming you are stuck with your permanent injuries, the effects are fairly obvious. It could be that you will be seen to walk with a limp, be hard of hearing, exhibit strange twitching and muscle spasms, and generally look like a mess to those around you. The loss of limbs, especially your right arm (the arm that must be used to wield a weapon), will cut short your career as a combatant and affect your ability to hold and lift things. Sight and hearing loss, as well as the loss of coordination and muscle control, will also make it very difficult for you to survive and advance. Thus it is important to seek out healing for injuries as soon as possible.

The body areas prone to critical strike damage are the head, neck, arms, legs, abdomen, chest, organs, nervous system, and the constituent parts thereof.

Bleeding
Bleeding can begin when you receive certain injuries. The rate of bleeding is measured in health points lost per round (a round, in this case, is 30 seconds). Once begun, bleeding will not stop until some method of healing is successful. If the bleeding is not stopped, your character will eventually bleed to death.

Poison and Disease
Poison or disease can cause slow and painful death if no antidote or cure is administered. Poisons and diseases weaken you over time and disperse through your system. If the effects are not severe, you will incur a decreasing number of damage points per round until the poison or disease has passed. If the disease or poison is of a serious nature, or if you are in a weakened condition, you will die due to health point loss.

Diseases can be caused by bites from rabid or infected creatures or by plague. Poisoning can occur if you ingest poisonous potions or plants, or are wounded by a venomous plant or creature or a weapon dipped in poison. Antidotes and cures, both mundane and magical, are available from empaths and the herbalist, as are poisonous concoctions.

Spirit Points
Spirit Points are the measure of your character's life Essence, the vital, ethereal force that separates normal, healthy beings who live and breathe from inanimate corpses or undead creatures. Undead creatures, in fact, hunger ravenously after spirit points and will be extremely persistent in trying to drain every last drop of it from beings they encounter. When your spirit points are depleted through the draining touch of an undead thing, or by disease, you are weakened, tired, pale, and listless.

Your total spirit points equal your temporary Aura stat divided by 10, rounded up to the next whole number; e.g., if your stat is 75, you have 8 spirit points. When spirit points have been drained, they are regained over time, more quickly if you are resting or more slowly if you remain active. Special herbs, healing, and magic may speed up the recovery of spirit points.

The effects of Spirit Point loss progress as follows. At full spirit point total, your actions are as effective as ever; when you lose 25% of those points, a negative modifier of -25% applies to all actions; for 50% loss, the negative bonus is -50%; for 75%, -75%, and at 0 you succumb to coma and die. Death by loss of spirit points is particularly hideous, and should be avoided at all costs. Some spirit point deaths are permanent ones. Spirit point deaths may occasionally be remedied by a helpful deity, but are so difficult that they will cost 2 deed points, instead of one.

Healing Injuries
Because being healed in a correct and timely fashion is important, there are several healing types available in GemStone III. This includes the healing and raising professions of clerics and empaths, first aid, healing items, and the healer for hire.

  1. Empath Profession
    The main method of healing in the field is to find the services of an empath, one who has chosen the calling of taking your injuries upon his or her self. An empath, using forces from the Spirit Sphere, will first try to see which body parts are injured by having a "LOOK" at a patient or using the "DIAGNOSE" verb. Once the body part or type of injury is apparent, the empath will transfer the wound from that specific site on the patient to his or her own body.

  2. First Aid
    Training in the First Aid skill allows you to bandage yourself or others using the "TEND <area>" command. The <area> can be whatever part of your character's body that is bleeding.

For example: >TEND RIGHT ARM

>TEND BARDON HEAD

First aid is only useful for reducing bleeding. It cannot actually heal the arm. The amount of bleeding stopped after a given length of time is determined by your First Aid skill.

Healing for Sale

Healing may be purchased a number of ways. If you can afford it, it is not a bad idea to carry around some healing items with you, especially if you are adventuring alone or far from town. Herbalists in most towns sell a variety of healing herbs, potions, salves, and other concoctions. These items may be applied, drunk, rubbed, or used in ways that make sense according to the form they are in. Each item has a limited number of doses.

The healer in town offers his services to mend the ill or wounded adventurer for a fee, naturally. If you are injured and visit his establishment, he will assess your damage and then proceed to heal you in stages, working on parts of the body and nervous system, and, after that, adjusting the number of health points you have incurred, preventing you from going into shock. Keep in mind that the local town healers do have limitations.

Character Death
Death in the world of GemStone III can come in many ways. Depending on your physical training, your character is allotted a certain number of health points. These points reflect the amount of pain and bleeding your character can withstand before going into shock or unconsciousness. Once you have received a total number of points in damage greater than your total allotment, you will pass out from shock and then die.

A "fatal" injury will kill you no matter how many points of damage it inflicts. When an attack from a creature or another character results in a serious injury, specifying damage to a particular part of your body or nervous system, you receive major wounds. When this type of attack results in an injury whose effect is fatal, you die instantly.

You can also take damage from overcasting, that is, trying to cast more spells than your body can safely handle the mana for. If this exceeds that amount by enough, it is possible not only to injure your nervous system but also kill yourself.

Death
Once you're dead, your options are somewhat limited. You may talk to those in the room as a ghost, you may issue system commands to a limited extent, and you may wait to be healed and resurrected. Note that any items you held in your hands when you were killed will fall to the ground. Some creatures are intelligent enough to take these items. Some will even wield them against your fellow adventurers.

After a short period of time, if no one intervenes, your dead body will decay and your soul will depart, leaving behind all you carried on your person. If the gods decide to favor you with another chance at life, you will awaken in the temple, bereft of all your equipment. Note that having deed points is vital here. Without 2 or more deed points with which to bargain, you may find yourself back in the Character Manager, rolling up a new persona. Without deed points, death can be permanent.

If there is no one around to offer the hope of resurrection, or if you are in a hurry, you may type "DEPART" to cause your soul to give up your dead body before it decays in the normal course of time. Departing is equivalent to having your body decay, as described above. Note that decaying/departing can lower your character's current stats. The penalty, if any, will be assessed the next time you gain a level.

Resurrection
There are better ways than DEPARTing or decaying to return to life. If you are fortunate enough to have a cleric come to your aid, the cleric may cast a preservation spell on your corpse while an empath repairs your physical body enough so your soul may continue to dwell in it. Then the cleric will have to use methods of resurrection (from his or her spell list) to bring you back from the dead. If you are resurrected, you will awaken with all of your worn equipment still on your person. Also, no penalties for the death are assessed to your stats if you are resurrected. Note that having one or more deed points will improve the odds of a successful resurrection.


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