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Added jewelry level requirement info
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The Health skill is leveled up by training combat skills.  
"Health is your vitality. Eat, drink, and use other consumables to heal yourself. Your health regenerates slowly over time." - In-game tooltip
== Health Points ==
 
Once a player's Health level becomes higher than 10, their maximum HP (Health Points) will match the level of their Health skill.  
 
For example: A player with level 12 Health will also have 12 Max HP.
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.  
== Experience ==
 
A player will gain Health XP from engaging in combat.  
 
=== Attacking ===
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 gain 1 Health XP per 1 damage that they do to an enemy. However, this can be configured by the player in the Stats menu by clicking on the `Allocate Combat XP` button at the top next to the word `Combat`.
== '''<big>Experience</big>''' ==
There are three points to allocate into either: attack, defense or health. If 2 points are allocated to Health, then the player will gain 2 Health XP per 1 damage they do. For 3 points allocated, the player gains 3 Health XP per 1 damage.
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.
=== Taking Damage ===
 
Health XP is gained for each point of damage that the player takes from an enemy.
 
This can be toggled on/off in the `Allocate Combat XP` menu by clicking on the crossed-swords button in the Health row.
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.
== Gear Requirements ==
Some gear requires a certain level Health before it can be equipped.
=== Jewelry ===
Equipment that goes in the Ring, Necklace or Earring slots all require a certain level of Health; if anything is required.
==== Rings ====
{| class="wikitable sortable"
|+
|-
! Type !! Level Req.
|-
| Scrap Kakute || 1
|-
| Coral Kakute || 15
|}
==== Necklaces ====
{| class="wikitable sortable"
|+
|-
! Type !! Level Req.
|-
| Copper Necklace|| 29
|}
==== Earrings ====
{| class="wikitable sortable"
|+
|-
! Type !! Level Req.
|-
| Amethyst Earrings || 17
|}

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.