Difference between revisions of "Environmental Effects"

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==Cold==
 
==Cold==
===Regions===
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===Cold Regions===
 
* [[Kur Mountains]]
 
* [[Kur Mountains]]
 
* [[Gazluk]] Plateau
 
* [[Gazluk]] Plateau
===Mechanics===
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{{:Environmental Effects/Cold Mechanics}}
While inside the region, the player character gradually loses '''Body Heat''' over time. Losing all your Body Heat causes ''Frostbite'' and eventually ''Hypothermia''. Frostbite reduces damage dealt by 20%. If you remain frostbitten for too long, you will also get Hypothermia, which significantly reduces health regeneration and movement speed (-20% and -50%). Both effects can be healed by taking refuge in a warm area (for example near a lit Smouldering Fire in Kur, or near a Glowy Yellow Crystal outcropping in Gazluk). Left untreated, hypothermia will eventually kill you.
 
  
The rate at which you lose Body Heat is affected by '''Indirect Cold Mitigation''', which can be improved through gear and abilities
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==Dry==
 
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===Dry Regions===
Similar to the smoldering campfires scatted throughout Kur, an [[Emergency Warmth Fire]] or [[Basic Campfire]] can restore body heat. [[Ukorga]] can teach humanoid form players how to craft these fires through [[Carpentry]], while [[Spot]] teaches beast form players the same through [[Foraging]].  Emergency Fires can also be purchased from several vendors, including [[Hogan]], [[Ukorga]], [[Red]], and [[Rick Snapley]].
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* [[Ilmari]] Desert
 
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* [[Rahu]]
Varying amounts of Body Heat can also be restored through several [[Fire Magic]], [[First Aid]], [[Mentalism]] and [[Priest]] abilities or a [[Simple Blanket]]. Finally, [[Cold Resistance Potion|Cold Resistance]] and [[Orcish Thickskin Potion|Orcish Thickskin Potions]] can boost your total Body Heat capacity, allowing you more time away from heat sources.
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{{:Environmental Effects/Dry Mechanics}}
 
 
Many pieces of armor can also provide Indirect Cold Mitigation or increased Maximum Body Heat.  A common source is Winter gear, crafted through [[Leatherworking]] or obtained via barter with [[Ukorga#Bartering|bartering with Ukorga]].
 

Latest revision as of 09:47, 21 September 2020

Environmental effects are zone-wide (usually adverse) effects.

Cold

Cold Regions

Cold Mechanics

While inside the region, the player character gradually loses Body Heat over time. Losing all of one's Body Heat causes Frostbite and eventually Hypothermia. Frostbite reduces direct damage dealt by 20%. If frostbitten for too long, Hypothermia sets in, which deals Health damage continuously, disables health and power regeneration, and reduces movement speed by 50%. Both effects can be healed by taking refuge in a warm area (for example near a lit Smouldering Fire in Kur, or near a Glowy Yellow Crystal outcropping in Gazluk). Left untreated, hypothermia will eventually kill you.

Body Heat depletes much more rapidly while underwater.

The rate at which one loses Body Heat is affected by Indirect Cold Mitigation, which can be improved through gear and abilities

Similar to the smoldering campfires scatted throughout Kur, an Emergency Warmth Fire or Basic Campfire can restore body heat. Ukorga can teach humanoid form players how to craft these fires through Carpentry, while Spot teaches beast form players the same through Foraging. Emergency Fires can also be purchased from several vendors, including Hogan, Ukorga, Red, and Rick Snapley.

Varying amounts of Body Heat can also be restored through several Fire Magic, First Aid, Mentalism, Animal Handling (Polar Bear and similar bears' Cheap Trick), Priest and Warden abilities or by using a Simple Blanket. Finally, Cold Resistance and Orcish Thickskin Potions can boost your total Body Heat capacity, allowing you more time away from heat sources.

Many pieces of armor can also provide Indirect Cold Mitigation or increased Maximum Body Heat. A common source is Winter gear, crafted through Leatherworking or obtained via barter with Ukorga.

Dry

Dry Regions

Dry Mechanics

Explorers and Prodigies traveling in desert areas should be wary of the harsh effects of the Desert on their bodies. The astute player will keep an eye on the Hydration meter while in such dangerous climates. Those who fail to keep hydrated will be inflicted with Dying of Thirst, a dehydration effect that disables Power Regeneration and Sprint.

Dehydration can be staved off by consumption of fluids, including quenching one's thirst from a
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, carried by a prepared traveler, or with
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, foraged by a resourceful one.