Obviously, staying alive is your first priority whenever you're out adventuring. Those with high constitution scores will have more health, and thus take a lot more hits before perishing.
Warriors generally want high health to stay on their feet, despite being the punching bags for enemies. Rogues may have high health, depending on how much they like to mix it up in combat. Mages usually concentrate on less-physical attributes and may be more fragile in the midst of swinging swords and smashing clubs.
Your best ally against loss of health is a healer. A simple Heal spell can do wonders, and Group Heal keeps everyone up in a fight. Health poultices serve the same purpose.
Judge how much damage you've taken and use the appropriate level poultice: lesser if your health is still above 50 percent, regular if your health dips below 50 percent, and greater when you're knocking on death's door.
If you do drop in battle, you won't lose the game unless all your party members fall as well. In a fight where you fall, but your allies manage to win the day, you will climb back to your feet after the battle.
Check this character for wounds. A persistent injury penalizes you according to the following chart:
|
Injury Name |
Penalty To |
|---|---|
|
Bleeding |
Health Regeneration |
|
Broken Bone |
Dexterity |
|
Concussion |
Magic |
|
Coughing Blood |
Fatigue |
|
Cracked Skull |
Cunning |
|
Crushed Arm |
Damage |
|
Damaged Eye |
Attack |
|
Deafened |
Defense |
|
Gaping Wound |
Maximum Health |
|
Head Trauma |
Willpower |
|
Open Wound |
Nature Resistance |
|
Torn Jugular |
Constitution |
|
Wrenched Limb |
Attack Speed |