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Anatomy: Difference between revisions

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[[Category:Skills]]
[[Category:Skills]]


The '''Alchemy''' skill allows players to craft potions, aspect items, and various materials used in activities such as plant growing and mount breeding. Higher Alchemy skill increases potion potency, extends buff durations, and provides both PvE and PvP benefits. Players with '''80+ Alchemy''' can use the [[Potion Codex]] to enhance potion effects against creatures.
The '''Anatomy''' skill enhances a player's effectiveness in both combat and healing. It provides bonuses to weapon damage, improves bandage healing efficiency, and offers defensive benefits against Bleed and Disease effects. Additionally, players with high Anatomy can resurrect others with bandages and increase their weapon finisher chance in PvM combat.
 
== Healing Interaction ==
== Potion Crafting ==
* A minimum '''Anatomy skill of 60''' is required for bandage cure attempts.
* Players can craft potions that provide buffs, healing, and other effects.
* A minimum '''Anatomy skill of 80''' is required for bandage resurrection attempts.
* The highest-tier potions for each reagent type (e.g., Greater Heal, Greater Explosion) can be crafted in stacks of 25.
* Players with '''100 Healing''' and at least '''80 Anatomy''' will always have a 100% chance to resurrect their target with bandages.
* Crafting 25 potions at once requires the maximum skill for that potion type (e.g., 90 Alchemy for a 65-90 skill potion).
* Bandage [[Healing]] amounts are calculated as: 
* [[Potion Kegs]] can hold up to 100 potions and replace empty bottles.
  ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (0.2 * Anatomy Skill / 100))))
 
== Potions ==
* '''Base Duration''': 2 minutes 
* '''Potion Weight''': 0.25 stones each (stackable) 
* '''Empty Bottle Weight''': 0.1 stones each 
 
=== Potion Types and Effects ===
{| class="wikitable" style="text-align: center;"
! Potion Type !! Description !! Cooldown
|-
| '''Greater Agility'''
| style="text-align: left;" |
* Increases max dexterity/stamina by 20
* Alchemy increases the duration by (400% * (Alchemy Skill / 100))
| 2 Minutes
|-
| '''Greater Cure'''
| style="text-align: left;" |
* The first Cure Potion a player drinks every 30 seconds is free
** System message notifies players when this occurs
| None
|-
| '''Greater Heal'''
| style="text-align: left;" |
* Restores Hit Points by 50% * (Alchemy/100) in PvM (base heal range: 20-40)
* Restores Hit Points by 25% * (Alchemy/100) in PvP (base heal range: 19-26)
| 10 Seconds
|-
| '''Total Refresh'''
| style="text-align: left;" |
* Restores 100% stamina
* (100% * (Alchemy Skill / 100)) chance to "Totally Refresh," preventing stamina loss for 10 seconds
| None
|-
| '''Lethal Poison'''
| style="text-align: left;" |
* Requires at least 100 [[Poisoning]] to inflict Lethal Poison in combat
* Lesser versions (Regular, Greater, Deadly) require less Poisoning skill but deal less damage
* Chance to inflict Lethal Poison: (12.5% + (12.5% * (Poisoning Skill / 120)))
| N/A
|-
| '''Greater Magic Resist'''
| style="text-align: left;" |
* Replaces the Nightsight Potion
* Reduces spell damage from creatures by 10/20/30% (Lesser, Regular, Greater) for 2 minutes
* Does not affect player spells
* Alchemy increases base duration of 2 minutes by (400% * (Alchemy Skill / 100))
| None
|-
| '''Greater Strength'''
| style="text-align: left;" |
* Increases max strength/HP by 20
* Alchemy increases Strength Potion base duration of 2 minutes by (400% * (Alchemy Skill / 100))
| 2 Minutes
|-
| '''Greater Explosion'''
| style="text-align: left;" |
* In PvP, base damage range is 15-25, scaled with Alchemy skill
| 15 Seconds
|}
 
== Potion Kegs ==
* Can hold 100 potions and replace empty bottles.
* Weight: 1 + (Potion Count * 0.04) Stones.
* Cannot be used by players flagged as 'Recently in PvP' (2 minutes).
* Shift-Click options: Retrieve 5, Retrieve 10, Retrieve All.


== Combat Impact ==
== Combat Impact ==


=== PvM Bonuses ===
=== Offensive Bonuses ===
* Increases Healing Potion effectiveness by:
* Anatomy provides a damage bonus of:
   '''(50% * (Alchemy Skill / 100))'''
   [[Base Weapon Damage]] * (20% * (Anatomy Skill / 100))
* Increases Cure Potion success rate by: 
This bonus is a core damage modifier and does not count towards the [[PvP Damage Cap|SDi PvP Damage Cap]].
  '''(25% * (Alchemy Skill / 100))'''
* Increases a player's Weapon Finisher chance in PvM by:  
* Using a Total Refresh Potion grants a chance to walk through creatures and players for 10 seconds at 0 stamina cost:
   '''(100% * (Anatomy Skill / 100))'''
   '''(100% * (Alchemy Skill / 100))''' (halved for Regular Refresh Potions).
* Increases a player's Swing Speed bonus in PvM by  
* Increases Explosion Potion damage by
   '''(5% * (Anatomy Skill / 100))'''.
   '''(200% * (Alchemy Skill / 100))'''
* Players with at least '''two different skills above 80''' from [[Anatomy]], [[Arms Lore]], [[Forensic Evaluation]], [[Tracking]], or [[Wrestling]] can perform [[Hamstring]] attempts.
* Players with '''80+ Alchemy''' automatically stick Explosion Potions to creatures without using Telekinesis.
=== Defensive Bonuses ===
* Explosion Potion damage against creatures:
* Reduces Bleed and Disease damage taken by:
  * Lesser Explosion Potion: '''75-100 Damage''' 
   '''(25% * (Anatomy Skill / 100))'''.
  * Explosion Potion: '''150-200 Damage''' 
* Increases the chance to ignore bandage slips caused by creatures by:
  * Greater Explosion Potion: '''300-400 Damage''' 
   '''(50% * (Anatomy Skill / 100))'''
* Explosion Potion damage against Tamed/Summoned Followers is reduced by '''50%'''.
* Players receive a bonus to Trap Damage: 
  '''(25% * (Effective Alchemy Skill))'''
 
=== PvP Bonuses ===
* Increases Healing Potion effectiveness by:
   '''(25% * (Alchemy Skill / 100))'''
* Increases Cure Potion success rate by: 
  '''(12.5% * (Alchemy Skill / 100))'''
* Using a Total Refresh Potion grants a chance to walk through creatures and players for 10 seconds at 0 stamina cost: 
  '''(50% * (Alchemy Skill / 100))''' (halved for Regular Refresh Potions).
* Increases Explosion Potion damage by
  '''(50% * (Alchemy Skill / 100))'''
* Magic Resist Potions work against pets in PvP.
 
== Aspect Conversions ==
* Players can use Alchemy to convert certain materials into Aspect Cores or Distillations.
* '''Chromatic Conversions''' 
** Convert Chromatic Cores into specific Aspect Cores (1:1 ratio). 
** Convert Chromatic Distillations into specific Aspect Distillations (1:1 ratio).
* '''Phylactery Conversions''' 
** Convert Aspect Phylacteries into Aspect-Specific or Chromatic Cores (4:1 and 8:1 ratios). 
** Convert Aspect Phylacteries into Aspect-Specific or Chromatic Distillations (4:1 and 8:1 ratios).
 
== Special Mechanics ==
 
=== Telekinesis Spell ===
* Casting '''Telekinesis''' on a creature makes it "Sticky" for Explosion Potions for 60 seconds.
* Sticky Explosion Potions follow moving targets and only damage NPCs, not players or tamed/summoned creatures.
 
=== Melee Poison Sting ===
* If a poisoned weapon strikes a creature already poisoned by the same type, a '''Melee Poison Sting''' may resolve an extra poison tick.
* Chance for Melee Poison Sting:
   '''(50% * (Lower Effective Skill / 100))''', scaled by weapon speed.
* Cooldown: '''5 seconds'''.
 
== Training ==
== Training ==
{| class="wikitable" style="text-align: left;"
{| class="wikitable" style="text-align: left;"
! Skill Level !! Training Method
! Skill Level
|-
! Training Method
| 0-50 || [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]
|-
| 50-70 || Craft Lesser Magic Resist Potions
|-
| 70-90 || Rotate between Greater Cure, Greater Heal, Greater Strength, and Greater Agility
|-
|-
| 90-100 || Craft Greater Explosion Potions
| 0-50
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]
|-
|-
| 100-115 || Craft Greater Magic Resist Potions
| 50-80
| Passively through [[Healing]] or Melee Combat in the [[New Player Dungeon]]
|-
|-
| 115-120 || Craft Lethal Poison Potions
| 80-100
| Passively through [[Healing]] or Melee Combat
|}
|}

Revision as of 11:22, 6 February 2025


The Anatomy skill enhances a player's effectiveness in both combat and healing. It provides bonuses to weapon damage, improves bandage healing efficiency, and offers defensive benefits against Bleed and Disease effects. Additionally, players with high Anatomy can resurrect others with bandages and increase their weapon finisher chance in PvM combat.

Healing Interaction

  • A minimum Anatomy skill of 60 is required for bandage cure attempts.
  • A minimum Anatomy skill of 80 is required for bandage resurrection attempts.
  • Players with 100 Healing and at least 80 Anatomy will always have a 100% chance to resurrect their target with bandages.
  • Bandage Healing amounts are calculated as:
 ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (0.2 * Anatomy Skill / 100))))

Combat Impact

Offensive Bonuses

  • Anatomy provides a damage bonus of:
 Base Weapon Damage * (20% * (Anatomy Skill / 100))

This bonus is a core damage modifier and does not count towards the SDi PvP Damage Cap.

  • Increases a player's Weapon Finisher chance in PvM by:
 (100% * (Anatomy Skill / 100))
  • Increases a player's Swing Speed bonus in PvM by
 (5% * (Anatomy Skill / 100)).

Defensive Bonuses

  • Reduces Bleed and Disease damage taken by:
 (25% * (Anatomy Skill / 100)).
  • Increases the chance to ignore bandage slips caused by creatures by:
 (50% * (Anatomy Skill / 100))

Training

Skill Level Training Method
0-50 Train from NPC
50-80 Passively through Healing or Melee Combat in the New Player Dungeon
80-100 Passively through Healing or Melee Combat