World 13: as of 2 April 2021 HnH Topic: Prelude: World 13

# Hitpoints

## Contents

There are three different types of hitpoints: soft (SHP), hard (HHP), and maximum (MHP).

### SHP

SHP reflects current hitpoints. As long as a character's Energy is above 8000%, this value will slowly regenerate, up to the character's current HHP value. SHP can be lost from (including, but not limited to:)

• Combat
• Equipped leeches
• Commiting Criminal Acts causes 1shp damage for each action that generates a scent.

Being reduced to zero SHP results in being knocked unconscious for roughly a minute. Travel to Hearth Fire is possible for a short while before waking up, allowing you to avoid getting knocked out again by animal lingering nearby or escape PvP encounters as long as you're not red-handed, outlaw, or in a Dungeon.

### HHP

HHP is current maximum hitpoints. This number is reduced by Wounds you receive during combat, starvation or drowning. Leaving your character to starve will make you lose HHP over time. HHP recovers when you heal a wound. HHP has a maximum of the character's MHP value. A character takes slight HHP damage from most unblocked attacks. If a character's HHP drops to zero, that character is permanently dead.

### MHP

MHP is the maximum achievable hard hitpoints. This value is 100 on a new character and can be raised by increasing a character's Constitution attribute, while lowering it will decrease MHP.

The formula for calculating MHP is: ${\displaystyle MHP=100*{\sqrt {\frac {CON}{10}}}}$.

for example, if CON is 10 (baseline), your MHP is ${\displaystyle 100*{\sqrt {\frac {10}{10}}}}$. , which is 100.
if con is 100: ${\displaystyle MHP=100*{\sqrt {\frac {100}{10}}}}$. = 316

For additional information, see this forum post.

## Wounds

Wounds are the HHP damage since World 8 of Haven. Different sources of damage have a chance to cause a wound, which might heal over time, or can be healed by certain actions. Each wound will have a value which amounts to the reduction it applies to your HHP, or even to certain Attributes. These values and the wounds are visible on the Health & Wounds button on your Character Sheet. Each wound heals independently of others, so several small occurrences of the same wound will heal faster than one large one.

Many wounds will stack together to form new, generally more severe wounds that are often harder to cure. For instance, taking large amounts of Unfaced can cause you to gain Black-Eyed or Severe Mauling. The most common occurrence of this is Nicks and Knacks stacking into Scrapes and Cuts, which can stack to Deep Cuts, which can stack to Cruel Incision, which can stack to Nasty Laceration.

Any wounds that state that it will "heal over time" require the character to have a green energy bar (8000% or higher) to heal and will continue to heal whether on or offline. Note that some wounds that heal over time can also be healed with other methods, such as Leeches. This may speed up overall healing time by spreading out the damage more.

Some wounds, such as Adder bites, initially get worse over time, and can kill your hearthling. Sleeping appears to accelerate the progress of these wounds, so it may be wise to seek treatment before sleep. Others require monitoring, like Infected Sore, which can either grow or shrink over time.

The following are the list of wounds a character can receive from combat or other actions in the game. Several will heal on their own, most will need some sort of healing item to remove the wound. Note that almost all healing items have some sort of penalty associated with it. It could be a quick loss of SHP (Leeches), occupying a gear slot (Gauze), or reduce attributes or skills (Stinging Poultice).

HHP is recovered once the conditions are fulfilled. Recovering SHP needs energy at healing levels (8000% or higher).

Wounds will still, even when treated, count and be relevant for combinations to new and more severe wounds when you receive new wounds from taking damage. They will also retain negative effects during treatment. Each treatment, when applied, now applies a treatment factor to the wound, dependent on the quality of the treatment applied, which reduces the reactivity of the wound -- i.e. the likelihood of it wanting to combine with incoming new wounds to create more severe wounds -- by the treatment factor percentage.

Note Ancient Root and right Elixir can instantly heal any wound for some amount depend on it's quality, include wounds that can be healed only over time or even permanent.

Wound Treated With Caused By Additional Information
Aching Joints N/A Drinking an Elixir. Heals over time (1 per hour), -10 DEX penalty.
Adder Bite N/A PvE with Adders. Damage steadily increases before start healing slowly over time. -15 STR penalty.
Chance to leave Nerve Damage.
Allergic Reaction N/A Have 3 different allergic wounds (Adder Bite, Nettle Burns, Antcid Burns, Midge Bite or Beesting) at the same time. -10 AGI and -10 STR penalty. Heals slowly over time.
Antcid Burns Yarrow All wounds given by ants (including big ones from within an Ant Hill Dungeon) are Antcid Burns. Heals slowly over time, -1 AGI penalty.
Asphyxiation N/A Take 10% of MHP worth of Asphyxiation for every second you spend swimming at 0% stamina. Heals slowly over time, -INT penalty.
Beesting Kelp Cream, Ant Paste Taking honey or wax from a Bee Skep -1 AGI, each new wound would worse by 1 hp. Heals slowly over time.
Bird Lung N/A Opening occupied Dovecotes, Birdhouses -5 AGI and CON penalty. Heals slowly over time.
Black-eyed Toad Butter, Rootfill, Hartshorn Salve, Honey Wayband Cave-ins, Wounds stacking -10 PER penalty.
Blade Kiss Toad Butter, Gauze Melee Combat, Fighting tusked/clawed animals Heals very slowly over time (1 per ~24h RL -To be confirmed / [Verify])
Blistering Headache N/A Drinking an Elixir. Heals slowly over time (1 per 24 hours), -10 INT penalty.
Blunt Trauma Hartshorn Salve, Leeches, Gauze, Toad Butter, Camomile compress, Opium Cave-Ins, Unarmed Combat, Wounds stacking Leeches converts wound to Leech Burn
Bruises Leeches Cave-Ins, Unarmed Combat Heals over time. Leeches converts wound to Leech Burn
Bum Burn N/A 10% from eating peppered food -5% AGI, Each new wound would worse. Heals slowly over time.
Chills & Nausea N/A Drinking an Elixir. Heals over time (1 per hour), -5 PER penalty.
Coaler's Cough Opium Mine Black Coal Heals slowly over time. - 10 AGI, -10 WIL and +15 Masonry.
Concussion Cold Compress, Opium Randomly take anywhere from 5-20% of your MHP worth of a Concussion wound every time you're KOed for any reason. Heals slowly over time. Reduces Abilities based on size.
Crab Caressed Ant Paste Picking up/Cracking a Crab Heals over time. -DEX penalty.
Cruel Incision Gauze, Stitch Patch, Rootfill Unarmed/Melee Combat Rootfill converts wound to Deep Cut.
Deep Cut Gauze, Stinging Poultice, Rootfill, Waybroad, Honey Wayband Unarmed Combat, Rootfill converting Rootfill completely heals wound.
Dragon Bite N/A Smoking Opium -10 All base Attributes penalty. Heals over time. See the discussion page for speculation on damage per wound.
Fell Slash Gauze Unarmed/Melee Combat
Hearth Burn N/A Too often spawn in wilderness without Hearth Fire. Heals over time. -5 PSY, -3 INT penalty.
Infected Sore Camomile compress, Bar of Soap, Opium, Ant Paste Standing in swamps with other wounds present, especially Crab Caressed. All wound types can become infected. Infected wounds have a chance to grow better or worse over time.
Jellyfish Sting N/A Picking up Jellyfish -1 CON penalty.Heals slowly over time.
Leech Burns Toad Butter Leeches Heals over time.
Maddening Rash N/A Drinking an Elixir. Heals over time (1 per hour), -10 AGI penalty.
Midge Bite Yarrow Midge Swarms Heals over time.
Nasty Laceration Stitch Patch, Toad Butter Small wounds tearing into larger ones Heals slowly over time. -2 CON, -10 AGI penalty.
Nasty Wart Permanent but can be healed by Ancient Root Using Toad Butter on any wound. -CHA penalty
Nerve Damage Permanent but can be healed by Ancient Root Receive multiple Adder Bite wounds -1 INT penalty.
Nettle Burn N/A Received when picking Stinging Nettle +1 Survival, Heals over time--20 minutes per point
Nicks & Knacks Yarrow, Honey Wayband Unarmed Combat, Chopping blocks Heals over time. Large wounds spit off and create Scrapes & Cuts.
Nidburns N/A PvE with Nidbane Heals slowly over time.
Pipe Wheeze N/A Smoking Pipestuff +5 WIL, Heals very slowly over time.
Punch Sore Mud Ointment, Opium Unarmed Combat, Cave-Ins Heals over time. Stacks to worse wounds easily.
Rot Gut N/A Drinking an Elixir. Heals slowly over time (1 per 24 hours), -10 CON penalty.
QuickSilver Poisoning Permanent but can be healed by Ancient Root Crafting Felt and gilding Felt Inlay
Study Quicksilver Globe
-1 INT, PSY and WIL penalty.
Quill'd N/A Picking up/Killing a Hedgehog Heals over time.
Sand Flea Bites Yarrow Standing around Sand Flea. Heals slowly over time. -1 CHA penalty.
Scrapes & Cuts Yarrow, Mud Ointment, Honey Wayband Splits off from Nicks & Knacks Heals slowly over time.
Seal Finger Hartshorn Salve, Kelp Cream, Ant Paste Combat, Skinning or Butchering Grey Seal or Walrus Grows slowly over time, -1 AGI, -3 CON, -10 DEX
Severe Mauling Hartshorn Salve, Opium Cave-Ins, High wound stacking
Something Broken Splint Cave-Ins below Level 1, Severe stacking of wounds
Starvation N/A Going under 2000 Energy Only heals if your energy increases to over 8000 energy. Rapid lose of SHP and increase size of wound, while under 2000 Energy. Will not heal by sleeping, only if you are logged in.
Swollen Bumps Cold Compress, Leeches, Stinging Poultice Cave-Ins, Bruises or Punch-Sores stacking Leeches converts wound into Leech Burns. Stinging Poultice seems to heal around one hitpoint per hour.
Unfaced Leeches, Mud Ointment, Toad Butter, Kelp Cream Cave-Ins, Wounds stacking Leeches converts wound into Leech Burns.
Wretched Gore Stitch Patch Very strong attacks.
50%+ of your MHP in one hit will result in Wretched Gore.
Extreme stacking of wounds

## Treatments

Wounds will still, even when treated, count and be relevant for combinations to new and more severe wounds when you receive new wounds from taking damage. They will also retain negative effects during treatment. Each treatment, when applied, now applies a treatment factor to the wound, dependent on the quality of the treatment applied, which reduces the reactivity of the wound -- i.e. the likelihood of it wanting to combine with incoming new wounds to create more severe wounds -- by the treatment factor percentage.

Some medicine not listed here - because has no status effect, for a full list of available medicine see here.

Wound Applicable Wounds Medicine Additional Information
Ant Pasted Beestings, Crab Caressed, Infected Sores, Seal Finger Ant Paste First dmg for 10-15 hhp, then heals both wounds over time.
Bound in Waybroad Deep Cut Waybroad Heals slowly over time. -1 CHA and PER
Buttered Blunt Trauma, Unfaced, Black-eyed, Leech Burns Toad Butter Heals over time. May converts into Nasty Wart.
Camomile Compressed Infected Sore, Blunt Trauma Camomile Compress Heals over time.
Gauzed Blunt Trauma, Cruel Incision, Deep Cuts, Fell Slash Gauze Heals over time. -2 CHA and -3 PER penalty.
Hartshorn Salved Severe Mauling, Black-eyed, Blunt Trauma Hartshorn Salve Heals over time.
Honey Waybound Black Eyed, Deep Cut, Nicks & Knacks, Scrapes & Cuts Honey Wayband Heals over time. Buffs +2 CHA and +1 STR
Kelp Helped Beesting, Unfaced, Seal Finger Kelp Cream Heals over time.
Lathered Infected Sore Bar of Soap Stops the infection. +1 CHA
Leech Burns Swollen Bumps, Bruises, Unfaced, Blunt Trauma Leeches Heals over time.
Muddied Prospects Scrapes & Cuts, Unfaced, Punch-Sore Mud Ointment Heals over time. -2 DEX and -5 CHA penalty.
Stitched Up Nasty Laceration, Cruel Incision, Wretched Gore Stitch Patch Heals very slowly over time. -10 CHA, AGI and PER penalty.
Soothing Cold Swollen Bump, Concussion Cold Compress Heals over time.
Treated with a Poultice Swollen Bump, Deep Cut Stinging Poultice Heals slowly over time.
Yarr! Antcid Burns, Nicks & Knacks, Scrapes & Cuts Yarrow Heals in a few seconds. Antcid Burns heals instantly. -2 CON penalty.

## Additional Information

A few wounds need to be given special consideration

• Starvation
• There seems to be chance to gain starvation damage every time character expends energy when its below 2000%
• Starvation seems to only heal when some combination of following factors is met, proper testing required
• SHP is full
• Stamina is full
• Energy is over 8000% or more
• Concussions
• These lower stats and can take a long time to heal on their own
• Cloth is the main limiting factor for its treatment, as it can be difficult for a new player to make.
• Getting knocked out too many times can brick your character for a few days
• Wretched Gore
• Often recieved during PvP fights, or damage from strong animals.
• Heals 1 HHP a day with a q10 stitched patch
• The patch quality can make a difference measured in months
• Using a Stitch Patch to heal this wound causes the Stitched Up debuff, which reduces a character's effectiveness at combat and foraging.
• Ancient Roots may provide quicker treatment. See Localized Resources
• Adder Bite
• You can die in one real night if you do not take care of this wound (Starting with Adder Bite 10 and having 230 constitution).

## Game Development

• Mushroom Circle (2021-02-21)>"Added "Splint", a treatment for the "Something Broken" wound. Occupies one hand slot while active. Camomille Compress no longer heals "Something Broken"."