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Healing: Difference between revisions

From Fiend's Outlands Wiki
Created page with "Category:Skills == Summary == 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. * 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'''..."
 
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[[Category:Skills]]
[[Category:Skills]]
== Summary ==
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.   
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.   



Revision as of 06:35, 28 February 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.

  • 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 now **increases the next attempt's success chance** by **100%** (previously **50%**) 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** (i.e., 60+ for curing, 80+ for resurrection).
  • 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