Difference between revisions of "Healing"
Line 57: | Line 57: | ||
*[[General Skills]] | *[[General Skills]] | ||
*[[Anatomy]] | *[[Anatomy]] | ||
+ | *[[Dot Commands]] |
Latest revision as of 19:02, 25 July 2011
Healing
Trained By: Apothecary, Baker, Barkeep, Bowyer, Leatherworker, Provisioner, Tailor
Title: Healer
This skill uses bandages to heal wounds. It can be done at anytime, even in the middle of combat, although there is the possibility of interruption. Why take healing instead of buying potions? Actually, the two compliment each other. Healing can be used on other people, so if your hunting partner is wounded, you can heal him without trying to throw him a potion. Healing is also much more efficient cost wise. One Greater Heal will cost 60 gold and heal ~40 health. For that much, you could buy 20 bandages, each capable of healing an average of 40 health. However, there are times when Healing can't do anything. Sometimes your health will drop low enough that you fail the skill check on each attempt. The skill check is based on the amount of damage that you or the person you are trying to heal has taken. Or you may need to heal quickly. It is in these situations that potions really shine. A potion is used as quickly as you double-click it and requires no skill. My advice is to carry about 50 bandages and 5 healing potions. Use the bandages most of the time, but use the potions if your life is in danger. For myself, I put this as a prime to help heal even if interrupted, but others are comfortable putting this as a secondary.
Here is how it works:
When you slap on a bandage you have to wait to heal the damage. The timer is 20 seconds if healing yourself and 15 seconds if you are healing someone else. High anatomy skills also shortens the healing time. The difficulty is based on the amount of damage the target has taken. The more damage taken the harder it is to heal. Also, if you are combat and you get hit there is a dex check to see if your fingers slip. If your fingers slip the healing difficulty is slightly increased for each occurance. The amount of damage that you can heal is based on your Healing and Anatomy skills. The Table below shows how the average number of points heals based on skill levels.
Healing Skill | Anatomy Skill | Average Damage Healed |
---|---|---|
60 | 0 | 22 |
60 | 60 | 38 |
80 | 60 | 49 |
80 | 80 | 49 |
100 | 80 | 55 |
100 | 100 | 60 |
Please keep in mind that the above table only shows the AVERAGE amount of damage that you can heal. The actual amound of damage that will be healed with a successful skill check is randomly determined. For simplicity the above table uses only the average.
Use of the healing skill also allows you to cure poison. Whether you slap a bandage on yourself manually, use Dot Commands, or autoheal you will attempt to cure poison and heal actual damage. You will have to wait the normal amount of time to cure poison. There are two skill checks if you are poisoned, one for damage and one to cure. It is possible to pass either, both or neither of the checks. This means you can cure yourself and not recover the damage, heal the damage and be poisoned, cure the poison and heal the damage or stay poisoned and not heal damage.
It is now possible to heal tamed creatures with bandages. If the person doing the healing isn't the pet's master, the master has to be online and within 10 paces (otherwise the pet is too nervous to allow strangers to be fiddling with it, or something like that.) Summoned pets cannot be healed this way.