Health: Difference between revisions
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"Health is your vitality. Eat, drink, and use other consumables to heal yourself. Your health regenerates slowly over time." - In-game tooltip | |||
The player's max HP is equal to their Health Skill. The player starts out with 10 Health and will die if it reaches 0. Health can be regenerated over time or restored using food made with the [[Cooking|Cooking Skill]], potions made with the [[Mixology|Mixology Skill]], by paying 50 caps to Abuelo, and is reset to max upon death. The accessory "Blood Diamond Ring" gives the player a 4% chance to heal 10% of damage dealt. | |||
== | Certain accessories made with the [[Jewelrymaking|JewelryMaking Skill]] (like the Blood Diamond Ring) have Health level requirements in order to equip. A list of these items and requirements can be found on the [[Jewelrymaking|JewelryMaking]] page. | ||
By default, the player will | == '''<big>Experience</big>''' == | ||
By default, for every point of damage dealt, the player will receive 3 xp divided between Health, [[Defense]], and the combat skill used to deal the damage (1 xp each). This can be configured by pressing the "Edit Combat Xp Allocation" button located at the top of the skills menu to customize how the xp is divided. | |||
Health XP is gained for each point of damage that the player takes from an enemy. | |||
This can be toggled on/off in the | Health XP is gained for each point of damage that the player takes from an enemy. This can be toggled on/off in the "Edit Combat Xp Allocation` menu by clicking on the crossed-swords button in the Health row. | ||
Latest revision as of 05:50, 19 May 2025
"Health is your vitality. Eat, drink, and use other consumables to heal yourself. Your health regenerates slowly over time." - In-game tooltip
The player's max HP is equal to their Health Skill. The player starts out with 10 Health and will die if it reaches 0. Health can be regenerated over time or restored using food made with the Cooking Skill, potions made with the Mixology Skill, by paying 50 caps to Abuelo, and is reset to max upon death. The accessory "Blood Diamond Ring" gives the player a 4% chance to heal 10% of damage dealt.
Certain accessories made with the JewelryMaking Skill (like the Blood Diamond Ring) have Health level requirements in order to equip. A list of these items and requirements can be found on the JewelryMaking page.
Experience[edit | edit source]
By default, for every point of damage dealt, the player will receive 3 xp divided between Health, Defense, and the combat skill used to deal the damage (1 xp each). This can be configured by pressing the "Edit Combat Xp Allocation" button located at the top of the skills menu to customize how the xp is divided.
Health XP is gained for each point of damage that the player takes from an enemy. This can be toggled on/off in the "Edit Combat Xp Allocation` menu by clicking on the crossed-swords button in the Health row.