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Healing: Difference between revisions

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* Players with '''100 Healing''' and at least '''80 Anatomy''' will always have a '''100% chance to resurrect their target''' with bandages.   
* Players with '''100 Healing''' and at least '''80 Anatomy''' will always have a '''100% chance to resurrect their target''' with bandages.   
* Players with '''80 Healing''' and '''80 Anatomy''' can use the [[Healers Codex]].   
* Players with '''80 Healing''' and '''80 Anatomy''' can use the [[Healers Codex]].   
* Bandage healing amounts are calculated as:   
* Bandage healing amounts are calculated as:  <code>((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))</code>
  ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
* Bandage healing amounts are reduced by '''2% for each bandage slip''' during combat.   
* Bandage healing amounts are reduced by '''2% for each bandage slip''' during combat.   
* Bandaging self takes '''10-15 seconds''', scaled based on Dexterity (capped at '''100 Dexterity'''). This can be further reduced with the [[Healers Codex]].   
* Bandaging self takes '''10-15 seconds''', scaled based on Dexterity (capped at '''100 Dexterity'''). This can be further reduced with the [[Healers Codex]].   
* Bandaging another target takes '''5-7.5 seconds''', scaled based on Dexterity (capped at '''100 Dexterity''').   
* Bandaging another target takes '''5-7.5 seconds''', scaled based on Dexterity (capped at '''100 Dexterity''').   
* Bandaging time is calculated as:
* Bandaging time is calculated as: <code>15 - (5 * (dex - 25) / 75) seconds.  </code>
  15 - (5 * (dex - 25) / 75) seconds.   


=== Stationary Bandaging ===
=== Stationary Bandaging ===
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* Players require '''80 Healing''' and '''80 Anatomy''' to have a chance at successfully resurrecting a target with bandages.   
* Players require '''80 Healing''' and '''80 Anatomy''' to have a chance at successfully resurrecting a target with bandages.   
* Players with '''100 Healing''' and '''80 Anatomy''' will always have a '''100% chance to resurrect'''.   
* Players with '''100 Healing''' and '''80 Anatomy''' will always have a '''100% chance to resurrect'''.   
* Chance to resurrect with less than 100 Healing skill scales from '''24% at 80 Healing''' to '''62% at 99 Healing''' (assuming the minimum requirement of 80 Anatomy is met).
* Chance to resurrect with less than 100 Healing skill scales from '''24% at 80 Healing''' to '''62% at 99 Healing''' (assuming the minimum requirement of 80 Anatomy is met).


== Curing Poison ==
== Curing Poison ==
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* '''5th Attempt:''' 110% Cure Chance   
* '''5th Attempt:''' 110% Cure Chance   


* Player-applied poisons ('''weapons and spells''') have a cure chance penalty of:
* Player-applied poisons ('''weapons and spells''') have a cure chance penalty of: <code>(25% * (Poisoning Skill / 100))</code>   
  <code>(25% * (Poisoning Skill / 100))</code>   
* Player-applied poisons ('''weapons and spells''') have a cure chance penalty of: <code>(25% * (Taste ID Skill / 100))</code>   
* Player-applied poisons ('''weapons and spells''') have a cure chance penalty of:
  <code>(25% * (Taste ID Skill / 100))</code>   


For example, a player who normally has a '''50% chance to cure''' a poison would instead have only a '''25% chance''' if the poison was inflicted by a player with '''100 Poisoning''' and '''100 Taste ID'''.
For example, a player who normally has a '''50% chance to cure''' a poison would instead have only a '''25% chance''' if the poison was inflicted by a player with '''100 Poisoning''' and '''100 Taste ID'''.


=== Bandaging Cure Chances ===
=== Bandaging Cure Chances ===
* '''Chance to Cure Player:'''   
'''Chance to Cure Player:'''   
  ((125% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%)  
 
* '''Chance to Cure Creature:'''   
<code>((125% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%)</code>
  ((125% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%)
 
'''Chance to Cure Creature:'''   
 
<code>((125% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%)</code>


== PvM ==
== PvM ==
Bandaging a poisoned target '''still heals them''', even if the cure attempt fails. Healing amounts while poisoned are as follows:   
Bandaging a poisoned target '''still heals them''', even if the cure attempt fails. Healing amounts while poisoned are as follows:   


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;background:black;"
! '''Poison Type''' !! '''Healing Effectiveness'''
! '''Poison Type''' !! '''Healing Effectiveness'''
|-
|-
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== Bandaging Skills Crossover ==
== Bandaging Skills Crossover ==
* Players can use '''Veterinary + Animal Lore''' to bandage players, or '''Healing + Anatomy''' to bandage creatures.   
Players can use '''Veterinary + Animal Lore''' to bandage players, or '''Healing + Anatomy''' to bandage creatures.  
* '''Crossover Healing has severe penalties:'''   
   
  Healing amounts are '''reduced to 33%''' of normal.   
'''Crossover Healing has severe penalties:'''   
  Cure and Resurrection chances are '''reduced to 33%''' of normal.   
* Healing amounts are '''reduced to 33%''' of normal.   
* To cure or resurrect with crossover skills, both crossover skills '''must meet the base requirements:'''  
* Cure and Resurrection chances are '''reduced to 33%''' of normal.  
  60 skill required to cure
   
  80 skill required to resurrect
'''To cure or resurrect with crossover skills, both crossover skills must meet the base requirements:'''  
* If the player has both the '''normal''' and '''crossover''' skills available, the bandaging attempt will use the skill set that results in '''higher healing amounts''' and '''higher cure/resurrection success chances'''.   
* 60 skill required to cure
* '''Skill gain always follows normal bandaging rules:'''   
* 80 skill required to resurrect
  Bandaging '''players''' increases '''Healing + Anatomy'''.   
 
  Bandaging '''creatures''' increases '''Veterinary + Animal Lore'''.
If the player has both the '''normal''' and '''crossover''' skills available, the bandaging attempt will use the skill set that results in '''higher healing amounts''' and '''higher cure/resurrection success chances'''.   
 
'''Skill gain always follows normal bandaging rules:'''   
* Bandaging '''players''' increases '''Healing + Anatomy'''.   
* Bandaging '''creatures''' increases '''Veterinary + Animal Lore'''.


== Healer's Codex ==
== Healer's Codex ==

Latest revision as of 06:12, 2 March 2025

The Healing skill allows players to use bandages to heal, cure poison, and resurrect others. It interacts with Anatomy and requires certain skill levels to unlock specific abilities.

Mechanics

  • A minimum of 60 Anatomy skill is required for a chance at successful bandage cure attempts.
  • A minimum of 80 Anatomy skill is required for a chance at successful bandage resurrection attempts.
  • Players with 100 Healing and at least 80 Anatomy will always have a 100% chance to resurrect their target with bandages.
  • Players with 80 Healing and 80 Anatomy can use the Healers Codex.
  • Bandage healing amounts are calculated as: ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
  • Bandage healing amounts are reduced by 2% for each bandage slip during combat.
  • Bandaging self takes 10-15 seconds, scaled based on Dexterity (capped at 100 Dexterity). This can be further reduced with the Healers Codex.
  • Bandaging another target takes 5-7.5 seconds, scaled based on Dexterity (capped at 100 Dexterity).
  • Bandaging time is calculated as: 15 - (5 * (dex - 25) / 75) seconds.

Stationary Bandaging

  • Players who remain stationary for 5 seconds can bandage targets up to 2 tiles away.
  • If the player moves within 5 seconds of finishing the bandage, the range reverts to 1 tile.

Resurrection

  • Players require 80 Healing and 80 Anatomy to have a chance at successfully resurrecting a target with bandages.
  • Players with 100 Healing and 80 Anatomy will always have a 100% chance to resurrect.
  • Chance to resurrect with less than 100 Healing skill scales from 24% at 80 Healing to 62% at 99 Healing (assuming the minimum requirement of 80 Anatomy is met).

Curing Poison

Progressive Curing

Each consecutive failed attempt at curing poison increases the next attempt's success chance by 100% of the base cure chance.

Example of curing Deadly Poison created by a player with GM Poisoning Skill and GM Taste ID:

  • Base cure chance via Greater Cure Potion or GM Magery is 50%.
  • If the first cure attempt fails, the next attempt gets a 50% bonus.
  • Poisons created with GM Poisoning and GM Taste ID have a 50% cure chance reduction (e.g., 50% → 25%).

Cure Attempts for Deadly Poison:

  • 1st Attempt: 25% Cure Chance
  • 2nd Attempt: 75% Cure Chance
  • 3rd Attempt: 125% Cure Chance

Example of curing Lethal Poison created by a player with 120 Poisoning and 120 Taste ID:

  • Base cure chance via Greater Cure Potion or GM Magery is 25%.
  • If the first cure attempt fails, the next attempt gets a 25% bonus.
  • Poisons created with 120 Poisoning and 120 Taste ID have a 60% cure chance reduction (e.g., 25% → 10%).

Cure Attempts for Lethal Poison:

  • 1st Attempt: 10% Cure Chance
  • 2nd Attempt: 35% Cure Chance
  • 3rd Attempt: 60% Cure Chance
  • 4th Attempt: 85% Cure Chance
  • 5th Attempt: 110% Cure Chance
  • Player-applied poisons (weapons and spells) have a cure chance penalty of: (25% * (Poisoning Skill / 100))
  • Player-applied poisons (weapons and spells) have a cure chance penalty of: (25% * (Taste ID Skill / 100))

For example, a player who normally has a 50% chance to cure a poison would instead have only a 25% chance if the poison was inflicted by a player with 100 Poisoning and 100 Taste ID.

Bandaging Cure Chances

Chance to Cure Player:

((125% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%)

Chance to Cure Creature:

((125% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%)

PvM

Bandaging a poisoned target still heals them, even if the cure attempt fails. Healing amounts while poisoned are as follows:

Poison Type Healing Effectiveness
Lesser Poison 100% of normal healing
Regular Poison 100% of normal healing
Greater Poison 75% of normal healing
Deadly Poison 50% of normal healing
Lethal Poison 25% of normal healing

Bandaging Skills Crossover

Players can use Veterinary + Animal Lore to bandage players, or Healing + Anatomy to bandage creatures.

Crossover Healing has severe penalties:

  • Healing amounts are reduced to 33% of normal.
  • Cure and Resurrection chances are reduced to 33% of normal.

To cure or resurrect with crossover skills, both crossover skills must meet the base requirements:

  • 60 skill required to cure
  • 80 skill required to resurrect

If the player has both the normal and crossover skills available, the bandaging attempt will use the skill set that results in higher healing amounts and higher cure/resurrection success chances.

Skill gain always follows normal bandaging rules:

  • Bandaging players increases Healing + Anatomy.
  • Bandaging creatures increases Veterinary + Animal Lore.

Healer's Codex

  • The Healers Codex requires 80 Healing and 80 Anatomy to use.
  • Bonuses from the Healer's Codex only apply when bandaging players or Ship Crewmembers.
  • Any bonus effects provided by the Healer's Codex (such as increased melee damage, damage resistance, or poison debuffs) only apply against creatures.
Healing Codex Upgrades
Name Points Per Tier Description
Combat Medic 1/2/3 Bandaged patients receive a (3% / 6% / 9%) bonus to Damage Resistance against creatures over the next 15 seconds (cannot stack)
Immunize 1/2/3 Bandaged patients for the next 15 seconds have a (33% / 66% / 100%) chance for new poisons to apply at 1 level lower. New bleed and disease effects will be applied at (10% / 20% / 30%) reduced damage (cannot stack)
Overheal 1/2/3 An additional (10% / 20% / 30%) of bandage healing amounts are applied to patient divided over the next 3 seconds (does not work on PvP flagged patients)
Pressure Points 1/2/3 Melee damage increased by (7% / 14% / 21%) against creatures
Specialist 1/2/3 Increases bandage healing amounts and chance to cure or resurrect by (10% / 20% / 30%) of normal (does not work on PvP flagged patients)
Self Treatment 1/2/3 Reduces time needed to bandage self by (1 / 2 / 3) seconds (does not work if PvP flagged)
Triage 1/2/3 Patient receives a (3% / 6% / 9%) bonus to damage resistance while in the process of being bandaged with bonus doubled if patient is below 33% health (cannot stack)
Without Borders 1/2/3 Bandage range increased by (1 / 2 / 3), Will stack with the 5 second stationary bandaging range bonus (+1 tile) (does not work on PvP flagged patients)

Training

Skill Activity
0-50 Train from NPC
50-80 New Player Dungeon
80-100 Bandage ghosts to attempt resurrection or heal a Battletrainer