Damage
- This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
- Please see Category:Incomplete articles for more articles that are incomplete.
All wounds and scars have 13 levels of severity. However, you cannot perceive all of these levels just by looking at your wounds. (At most, you can distinguish between 8 levels for external wounds and scars and 6 levels for internal wounds and scars.)
An Empath can see all 13 levels by establishing a diagnostic link:
- insignificant
- negligible
- minor
- more than minor
- harmful
- very harmful
- damaging
- very damaging
- severe
- very severe
- devastating
- very devastating
- useless
Fresh Wounds
Fresh External Wounds
The first two levels of damage are the same across all locations, but beyond those the precise messaging begins to depend on the location.
- minor abrasions
- tiny scratches
- Head
- cuts and bruises about the head
- moderately deep cuts about the head (Bleeding will occur at this point)
- Neck
- cuts and bruises about the neck
- deep cuts across the neck (Bleeding will occur at this point)
- Limbs
- cuts and bruises about the <limb>
- deep cuts across the <limb> (Bleeding will occur at this point)
- deep slashes across the <limb>
- Chest
- cuts and bruises about the chest area
- deep cuts across the chest area (Bleeding will occur at this point)
- Abdomen
- cuts and bruises about the abdomen
- deep cuts across the abdomen (Bleeding will occur at this point)
- deep slashes across the abdomen
- Back
- cuts and bruises about the back
- deep cuts across the back (Bleeding will occur at this point)
- Eyes
- a black and blue <right/left> eye
- a bruised and swollen <right/left> eye
Fresh Internal Wounds
"Insignificant" internal damage is not visible through the health command
"Significant" injury messaging begins with:
- minor swelling and bruising
- Head
- bruised head
- deeply bruised head (light bleeding)
- Neck
- Limbs
- Chest
- Abdomen
- Back
- Eyes
- Skin (Nerves)
- some minor twitching
- some severe twitching
- difficulty controlling actions
Scars
External Scars
- few nearly invisible scars
- tiny scars
- minor scarring
- severe scarring
Internal Scars
"Insignificant" internal scarring is not visible through the health command
"Significant" messaging begins with:
- occasional twitching
- constant twitching
- Head
- occasional twitch on the forehead
- Neck
- Limbs
- Chest
- Abdomen
- Back
- Eyes
- Skin (Nerves)
- numbness in fingers and toes
Lodged Items
Bleeding Levels
- Tended
- Clotted
- Slight
- Light
- Moderate
- Bad
- Very Bad
- Heavy
- Very Heavy
- Severe
- Very Severe
- Profuse
- Very Profuse
- Gushing
- Massive Stream
- Uncontrollable
- Unbelievable
- Beyond Measure
- Death Awaits
Status Effects
Poison
Poison is probably the most common status effect an adventurer encounters. The two most common sources of poison are box traps and creatures that spit or sting, with the severity of the poison varying by box or creature difficulty.
Poison generally comes in one of three types: location specific internal poison, nerve poison which damages both the nerves and eyes, and stunning poison which is identical to nerve poison but also periodically causes stuns.
Once having contracted a poison, it will periodically pulse, causing damage to both vitality and the location it has poisoned, but at the same time lowering in potency. While the damage done can be mitigated by high Stamina, a lack of messaging does not necessarily indicate a lack of damage being done.
Generally speaking, poison will stack, if subsequent applications are of the same type and location. This will increase both the damage done and the length of the stuns, if applicable.
It is important to note that the most severe level of poisoning, critical, appears to encompass a very wide range, possibly being a catch all term for "poison about x level."
Disease
There are a variety of diseases that occur in DragonRealms, all of which are heavily dependent on the victim's stamina for severity and duration.
- Gangrene
- The most common form of disease, gangrene usually occurs randomly due to the presence of bleeding wounds, though some creatures also can cause it. Though tending of the wounds will grant a lower chance of contracting gangrene, it is not complete protection. Gangrene due to normal wounds will not occur until at least 9 minutes after the wound is inflicted. During the course of gangrene, minor wounds and even scars will become more severe fresh wounds. It shows up under HEALTH and LOOK as an infection.
- A gangrene infection will go dormant if no wounds are scars are present, ceasing to do damage, and will eventually fade, even if the victim still possesses wounds.
- Flesh Rot
- Flesh Rot is most commonly acquired by touching certain environment items, the most notorious being the mushroom in the underground area of the farmhouse near the Crossing. It causes external wounds to open in various locations as your flesh rots away, progressively getting worse the longer you have it. It visually shows up as "skin covered with open oozing sores."
- Consumption
- Cosumption is a respiratory disease that has yet to be seen outside of major GM planned events. The beginning stages of this disease are often not visible. Eventually, it will progress to causing internal wounds to your chest (lungs), neck (throat), and head (mouth). It will periodically cause coughing fits, which has a high chance of infecting anyone in the same area with consumption as well.
Acid
Acid is the external companion to poison, resulting in the progressive accumulation of damage to exterior locations. Acid is almost exclusively the result of fumbled box disarming, and ;ike poison, it has a varity of severities. Also like poison, acid will periodically pulse damage both to vitality and the location it coats.
There is currently no way to remove acid or mitigate its effects. The best option is to have an Empath heal your wounds as they occur.
On Fire
Frostbite
Parasites
Parasites are generally acquired from spending time in an environment which they are present. They are not always immediately visible using the HEALTH or LOOK commands, possibly being a function of the viewer's First Aid skill and/or Perception skill, but an unexpected drop in your overall vitality and fatigue amounts will signal the acquisition of one. They cause varying degrees of vitality damage and fatigue drain over time depending on the difficulty of the parasite, and their presence slightly increases the likelihood of wounds becoming infected.
Like projectiles, parasites are removed using the TEND command, though eventually they will drop off on their own, either after sapping a certain total amount of vitality, or killing the host. If the TENDer is holding a knife (may be limited to skinning knife?), they will receive a bonus to the removal attempt.
Each parasite acts differently in attaching to your person, however the green blood worm can be prevented from attaching by wearing armor.
Known parasites:
- red sand leech - Muspar'i sand pits
- green blood worm - Croc marsh south of the Faldesu River and croc hunting outside Throne City
- albino forest leech - Throne City boars
- black sand leech - Muspar'i sand pits
- small red blood mite - Old Crank's Road muddy rooms
- Retch maggot which are spat by Retch Fiends.