User:Tathar/HC Reference

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Warning: This is part of a player's user page and should not be modified without permission. Do not modify this page without consulting Tathar first.

This quick reference guide is intended to improve the usage and creation of healing covers. Both potency and weight are considered for purpose-driven recommendations for healing covers in this guide. Throughout this guide, "HC" is used as an acronym for healing cover.

Ingredients

Potency Substance Weight (kg) BSB/FSB Usage Notes
5 Black mushroom 0.40 No Foraging item; makes heavy HCs
Gland 0.01 BSB Ideal for first-aid kit HCs
Heart 0.50 FSB Meat item for foods; makes heavy HCs
Unicorn Twisted horn 0.30 BSB Good for first-aid kits; use with gland for max-strength 0.11 kg HC
4 Green mushroom 0.40 No Foraging item; use for heavy HCs
Lovage 0.05 FSB Botanizing item; great for first-aid kits
Rosemary 0.05 FSB Botanizing item; great for first-aid kits
Tooth 0.01 BSB Ideal for first-aid kits
3 Blue mushroom 0.80 No Foraging item; use for heavy HCs
Camellia 0.05 FSB Seasonal harvest item; good for first-aid kits
Eye 0.01 FSB Ideal for first-aid kits
Nettles 0.05 FSB Botanizing item; great for first-aid kits
Sage 0.05 FSB Botanizing item; great for first-aid kits
Yellow mushroom 0.20 No Foraging item; good for heavy HCs or first-aid kits in a pinch
2 Acorns 0.20 BSB Foraging item; better used for other things
Barley 0.30 FSB Botanizing item; better used for bread
Bladder 0.02 BSB Ideal for first-aid kits
Brown mushroom 0.60 No Foraging item; good for heavy HCs
Garlic 0.05 FSB Botanizing item; better used for farmer's salve
Hoof 0.10 BSB Useful for first-aid kits in a pinch
Lavender 0.05 BSB Seasonal harvest item; good for first-aid kits
Lemon 0.20? FSB Seasonal harvest item; better for beverages and cooking
Paw 0.10 BSB Useful for first-aid kits in a pinch
Sassafras 0.05 FSB Botanizing item, good for first-aid kits
Tail 0.10 BSB Useful for first-aid kits in a pinch
1 Corn 0.10 FSB Foraging item; much more useful for meals
Onion 0.05 FSB Foraging item; much more useful for meals
Parsley 0.05 FSB Botanizing item; useful for first-aid kits
Pumpkin 1.00 FSB Foraging item; much more useful for meals
Reed plants 0.50 BSB Marine harvest item; not recommended for HCs
Rose 0.05 BSB Seasonal harvest item; good for first-aid kits
Wemp plants 0.70 BSB Foraging item; not recommended for HCs
Wheat 0.30 FSB Botanizing item; far more useful for making bread

Weight Considerations

In addition to varying potency, healing covers can vary in weight from 0.02 kg to 1.80 kg based on the weights of the component ingredients. This section outlines usage considerations for healing covers of different weights.

HCs under 0.05 kg

This class of healing cover is ideal for carrying on-hand or in an equipped backpack as part of a first-aid kit. Since healing covers do not decay in inventory, you can keep several of these with you with no meaningful effect on encumbrance. However, only four ingredients can produce healing covers this lightweight, and all four must come from butchered corpses. Unless you have a surplus of glands, teeth, eyes, and bladders, reserve these healing covers for anyone with pressing need for maximum efficiency of carried weight, such as those carrying heavy loads or wearing plate armor on foot.

HCs between 0.05 kg and 0.10 kg

This class of healing cover is both good for keeping on-hand and easy to obtain ingredients for. While ingredients under 0.05 kg would be wasted on these healing covers, a wide variety of herbs from botanizing can be used to resupply these on a reliable basis. Use these healing covers for typical everyday needs.

HCs between 0.11 kg and 0.25 kg

This class of healing cover is acceptable for keeping on-hand, but only if more lightweight covers aren't available in the potency needed. The lightest maximum-strength healing cover, made from a gland and a unicorn horn, falls under this weight class, but for any wound below 75 damage, gland and tooth would be a better choice. If you choose to use these, only a small number should be kept on-hand to minimize carried weight.

HCs between 0.26 kg and 0.50 kg

This class of healing cover is generally both too heavy to keep on-hand and too wasteful to store in containers for emergencies. Either you have to waste materials better used in lighter healing covers, or you're using materials that have better uses than in healing covers. Generally, you should avoid making these except in a pinch.

HCs above 0.50 kg

This class of healing cover is far too heavy to keep on-hand, but most of the ingredients this heavy don't have other uses. This is the domain of mushroom-based healing covers, since mushrooms are both extremely heavy and a poor choice for food. Mushrooms also can't be stored in bulk or food storage bins, so they need to be used sooner rather than later. Make these healing covers for training your natural substances skill, and keep them in a barrel or other container at home. If you get injured at home, you should use the most damaged covers from this weight class first so they can see use before they decay. Alternatively, if you're worried about waste and decay, consider using these for first-aid training after sparring sessions. Sparring will give you a lot of wounds to treat and bandage without risk of death, so it's great for training the skill without exposing you to real danger.

Wound Treatment Grid

This grid provides the maximum wound severities that can be treated by each potency of healing cover. Both "single tick" and long-term wound severities are listed.

Parts 1 2 3 4 5
5 5 10 15 20 25
7.5 30 11.25 45 15 60 18.75 75 22.50 90
4 4 8 12 16 20
6.75 27 9.75 39 12.75 51 15.75 63 18.75 75
3 3 6 9 12 15
6 24 8.25 33 10.50 42 12.75 51 15 60
2 2 4 6 8 10
5.25 21 6.75 27 8.25 33 9.75 39 11.25 45
1 1 2 3 4 5
4.5 18 5.25 21 6 24 6.75 27 7.5 30

Before healing rate modifiers, wounds at 3.75 damage or below heal in a single healing tick, and wounds under 15 damage will eventually heal.

Legend:

Potency
Single Tick Long-Term

Notes:

  • Healing bonus on deeds affect healing rate by an unknown amount, which would also affect these thresholds.
  • High nutrition and fat layers increase natural healing rate. Well-fed players seem to get +2 healing rate. For these players, increase the above wound thresholds by 1.5 (single tick) and 6 (long-term) for bandaged wounds. (See Wurm Server Release Notes 2009 for the relevant patch notes.)
  • Religion may give a healing boost of an unknown amount.
  • Bandaged wounds increase the healing rate by 1. Increase the above wound thresholds by 0.75 (single tick) and 3 (long-term) for bandaged wounds.
  • Healing ticks occur every 15 minutes after when the damage took place.
  • Healing ticks only heal an integer amount each tick, with an insignificant level of variance, presumably due to floating point error.

Other observations:

  • Falling bruises of 22 damage and 15 damage did not heal off-deed without some sort of treatment. Natural healing rate at the time was 7, as determined from other fall wounds of varying severity. Maybe medium wounds in general won't heal on their own?
  • During the above test, some evidence was found that natural healing ticks heal the same amount per tick when no additional treatment takes place. It was expected that the healing rate would increase slightly, as the reduced wound severity would slow down healing by a smaller amount than the original severity. The actual results could mean either that healing ticks are based on the original wound severity, or that the healing rate is cached until something other than wound severity modifies it. Determining which is the case would require observing slow-healing wounds (healing 1-2 damage per tick) and then applying a minimum-potency healing cover that doesn't completely heal the wound during the next tick.