Hitpoints
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: .
- for example, if CON is 10 (baseline), your MHP is . , which is 100.
- if con is 100: . = 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 & Knacks stacking into Scrapes & 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 as wounds reduce in amount(s). 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.
Diseases are unique in that they will increase in size (removing more HHP) over time, unless they are treated or you stay within Healing range of energy (8000% or more).
Note: Otherwise permanent wounds that have no traditional remedy can be healed by an Ancient Root, which instantly heals any wound, or the right Elixir, which requires some research beforehand to not poison yourself.
Wound | Treated With | Caused By | Additional Information | |
---|---|---|---|---|
Adder Bite | Snake Juice | PvE with Adders. | Disease. 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 relatively fast over time, -5 INT penalty. | |
Beesting | Kelp Cream, Ant Paste, Gray Grease | 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, Hartshorn Salve, Honey Wayband, Cold Cut | Cave-ins, Wounds stacking | -5 PER penalty. | |
Blade Kiss | Toad Butter, Gauze | Melee Combat, Fighting tusked/clawed animals | Heals very slowly over time (1 per ~24h RL ) | |
Blunt Trauma | Hartshorn Salve, Leeches, Gauze, Toad Butter, Camomile compress, Opium, Willow Weep | Cave-Ins, Unarmed Combat, Wounds stacking | Leeches converts wound to Leech Burn | |
Bruises | Leeches, Willow Weep | Cave-Ins, Unarmed Combat | Heals over time. Leeches converts wound to Leech Burn | |
Bum Burn | N/A | Eating peppered food | -5% AGI, Each new wound would worse. Heals slowly over time. | |
Coaler's Cough | Opium | Mine Black Coal | Heals slowly over time. - 10 AGI, -10 WIL and +15 Masonry. | |
Concussion | Cold Compress, Opium, Willow Weep | 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, Cold Cut | Unarmed Combat, Rootfill converting | Rootfill completely heals wound. | |
Deep Worm | Tansy Extract | Got bitten by Midge Swarm, Tick, Sand Flea | -% FEP penalty. | |
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. | Disease. All wound types can become infected. Infected wounds have a chance to grow better or worse over time. | |
Jellyfish Sting | Gray Grease | Picking up Jellyfish | -1 CON penalty.Heals slowly over time. | |
Leech Burns | Toad Butter | Leeches | Heals over time. | |
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. | |
Nose Bleed | Sniffing too much Boar Tusk Snuff | Heals quickly over time (30 min per point). | ||
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. | |
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, Gray Grease | 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 | Disease. 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 | ||
Sore Snout | Hungover after Tuskalooza! | Heals slowly over time (12 hours per point). | ||
Starvation | N/A | Going under 2000 Energy will cause periodical HHP damage. Initially very slow, especially if you're barely under the threshold. If you let the total energy get even lower you eventually start taking heavy damage even when simply idling. | Only heals if your energy increases to over 8000 energy. Will not heal by sleeping, only if you are logged in. | |
Swamp Fever | Snake Juice | Getting bit by midges while in a swamp. | Disease. Grows over time. -5% WIL, -2.5% AGI. May heal up on its own after time. | |
Swollen Bumps | Cold Compress, Leeches, Stinging Poultice, Cold Cut | Cave-Ins, Bruises or Punch-Sores stacking | Leeches converts wound into Leech Burns. Stinging Poultice seems to heal around one hitpoint per hour. | |
Tick'd Off | Ticks | Heals over time. | ||
Tuskalooza! | Sniffing Boar Tusk Snuff | Heals over time(15 sec per point). + STR by its wound size. | ||
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 |
Alchemy wounds
You will only get these wounds from drinking Elixirs created using Alchemy.
Wound | Treated With | Caused By | Additional Information | |
---|---|---|---|---|
Aching Joints | N/A | Drinking an Elixir. | Heals over time (1 per 3 hours), -10 DEX penalty. | |
Blistering Headache | N/A | Drinking an Elixir. | Heals slowly over time (1 per 24 hours), -10 INT penalty. | |
Chills & Nausea | N/A | Drinking an Elixir. | Heals over time (1 per hour), -5 PER penalty. | |
Maddening Rash | N/A | Drinking an Elixir. | Heals over time (1 per 3 hours), -10 AGI penalty. | |
Rot Gut | N/A | Drinking an Elixir. | Heals slowly over time (1 per 24 hours), -10 CON penalty. |
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. Converts into one-point Nasty Wart. | |
Camomile Compressed | Infected Sore, Blunt Trauma | Camomile Compress | Heals over time. | |
Cold Cut Cool | Swollen Bumps, Deep Cuts | Cold Cut | Heals over time. -2 AGI | |
Gauzed | Blunt Trauma, Cruel Incision, Deep Cuts, Fell Slash | Gauze | Heals over time. -2 CHA and -3 PER penalty. | |
Gray Greased | Sand Flea Bites, Jellyfish Sting, Beesting | Gray Grease | Heals over time. | |
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. | |
Snake Juicy | Adder Bite, Swamp Fever | Snake Juice | Heals over time. | |
Soothing Cold | Swollen Bump, Concussion | Cold Compress | Heals over time. | |
Splinted | Something Broken | Splint | Heals very slowly over time. 1 occupied hand slot, -20 DEX and -10 AGI | |
Treated with a Poultice | Swollen Bump, Deep Cut | Stinging Poultice | Heals slowly over time. | |
Willow Weep | Blunt Trauma, Bruises, Concussion | Willow Weep | 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
- Black eyed
- Search for Black-eyed on this page
Game Development
- Tansy Ridge (2024-11-30)◎ >"Added A Cool New Wound(tm) [Red:Deep Worm]. Let us know if you find it."
- Tansy Ridge (2024-11-30)◎ >"Added "Tansy Extract", medicine. Can be applied externally or internally. Applied externally adds a significant amount of "Perfume of Tansy", which is a variation on "Scent of Tansy", causing midges to lose all interest in you. Applied internally "Tansy Extract" cures A Cool New Wound(tm)."
- Tansy Ridge (2024-11-30)◎ >"Wounds are now achievements. Unfortunately, Steam will not (at least not yet) permit us more than 100 achievements, but we track them as such on our end and will upd00t if Steam ever decides to consider us a real game(tm). (Steam is still "learning about the game" per their parlance.)"
- Tansy Ridge (2024-11-30)◎ >"Wound info pages now dynamically and programmatically list their debuffs, such that we don't have to manually update them and reflect the code in their descriptions, and such. Wounds with more complex effects, e.g. "Concussion" can now properly present their current debuff."
- Swinish Alchemy (2024-11-24)◎ >""Cold Cut" may now be applied to "Black Eye" wound."
- Liberty Shrimp (2022-09-11)◎ >"Hedgehogs now give "Quill'd" wounds if you attempt to punch them."
- 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"."
- Petrified Reindeer (2018-10-01)◎ >"Added new wounds: "Allergic Reaction", "Nettle Burn"."
- Oak Apple Gold (2018-07-17)◎ >"Reduced risk of Coaler's Cough and Beestings."
- Cheesy Coracle (2018-01-25)◎ >"Added "Nasty Laceration", wound."
- Bench Crab (2017-01-26)◎ >"Added "Black-Eyed", wound."