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Guides:Healing Guide

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= Healing Guide for Beginners ={{guide}}
== Preface ==This guide is designed Beginner Guide to explain the basics of Healing [[Wounds]] in [[Wurm]]. The information provided here is not all inclusive, and many advanced healing topics may not be covered.=
== Wounds Preface==This guide is designed to help beginners with the concept of healing. Most concepts discussed here are covered in more detail on specific pages. This page will focus primarily on wound severity and basic healing techniques, and not wound types or healing spells. ==Healing Basics==A [[character ]] can suffer [[wounds]] or from many different sources. These wounds can be viewed in the character's [[inventory window]] under the [[#body|body part]] affected by the wound. Wounds on other [[players]], [[pets]], and [[creatures]] can be viewed by right clicking them and choosing Look > Equipment. Wounds vary in type and severity, and each wound is calculated individually. A character who suffers 100 [[damage]] total, spread across all wounds, will [[die]]. Wounds are represented by their severity, as a percentage of the player's total [[health]]. Wounds accumulate [[damage]] proportional to their severity. Characters have natural regeneration, which may offset the damage accumulated on each wound. When the character'injuriess regeneration is greater than the wound damage factor, the wound will heal. If the character's regeneration is equal to the wound damage factor, the wound will stabilize (neither heal nor worsen). When the character's regeneration is less than the wound damage factor, the wound will worsen. The character' s regeneration can be boosted through usage of [[bandages]] and [[healing covers]]. It is generally better to bandage first, as the bandage may reduce the severity of the wound, making the application of healing covers easier. The success in applying bandages and healing covers is based upon the [[quality]] of the materials, and the player's [[first aid]] and [[healing]] skills. ==Damage and Regeneration==Damage and Regeneration are calculated every 10 minutes from creature attacks the time a wound is inflicted. The character's base regeneration rate is 5 damage every 10 minutes, per wound. [[Bandages]] (or [[farmer's salve]] on [[bruise]]) immediately remove some damage upon application. Bandages can be applied from any [[cotton]] or [[cloth tailoring]] product. Commonly used is a piece of [[cotton]]. If the wound still exists after this, the wound becomes '''bandaged''' and player attacks another bandage may not be applied, unless this wound takes damage again. '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes. [[Healing Cover|Healing Covers]] add a specific amount of regeneration based on Wild servers) as well as fallingthe potency of the healing cover applied, and the would will become '''treated'''. [[thornExamine]]sa '''treated''' wound to determine the current potency of an applied cover. Healing Covers may be replaced with a higher potency variety at any time, but do not stack in potency. See [[drowningHealing Cover]]for more information on calculating potency, and other mishapsusable ingredients. The basic formula is: ('''wound damage''' / 3) - 5 = '''damage increase per tick'''. If this number is positive, it will require bandages or healing covers. Once this value is negative, the wound will begin healing. ==Wound Severity Information==Wounds are shown under take 1 damage per tick for every 3 damage already accumulated. the affected body part in following is a breakdown of the playerwound severities: ;<span style="color:rgb(249,197,96)">Very light</span> <span style="font-size:7pt">[[Wound:Very light|What's This?]]</span>: 0-5% damage. These wounds are less than 5 damage, and are healed within one tick. These wounds heal by themselves. ;<span style="color:rgb(248,137,84)">Light</span> <span style="font-size:7pt">[[inventory windowWound:Light|What's This?]] under the expanded </span>: 5-15% damage. These wounds take 1 to 4 damage per tick, and will within one tick either heal or become Very Light. These wounds require a potency 1 - 5 Healing Cover to heal in one Tick. ;<span style="color:rgb(247,83,48)">Medium</span> <span style="bodyfont-size:7pt" tab>[[Wound:Medium|What's This?]]</span>: 15-30% damage. These wounds take 5 to 10 damage every tick. They may be stable or may become Bad if not treated. These wounds require a potency 1 Healing cover or Bandage to begin healing, and a potency 5 or greater Healing cover to heal in one tick. ;<span style="color:rgb()">Bad</span> <span style="font-size:7pt">[[PetsWound:Bad|What's This?]] </span>: 30-45% damage. These Wounds take 10 to 15 damage every tick. They will never heal themselves, and other will become Severe if not treated. These require a healing cover between 6 and 12 potency to begin healing, depending on their damage. ;<span style="color:rgb()">Severe</span> <span style="font-size:7pt">[[creaturesWound:Severe|What's This?]] can also suffer </span>: 45% and up. These wounds take 15 or more damage every tick. They will kill the character if not treated. These wounds require a strong healing cover to even stabilize. These woundsrequire a healing cover greater than 12 potency to begin healing at the lowest levels. Supreme healing covers 20+ potency recommended. ==Examples==* Light Wound, but only from combat8 damage. Base Regeneration. Wound takes 1 damage (Light Severity) and Heals 5 damage (regeneration). 8 + 1 - 5 = 4 damage after 1 tick. Wounds Wound is fully healed on creatures can be examined by rightsecond tick.* Medium Wound, 17 Damage, Bandaged. Wound takes 5 damage (Medium Severity) and heals 6 damage (regeneration, bandage). 17 + 5 - 6 = 16. Wound heals slowly for 2 ticks, then becomes Light.* Medium Wound, 18 Damage, Good Healing Cover (10). Wound takes 5 Damage (Medium Severity) and heals 15 damage (regeneration, healing cover). 18 + 5 -clicking the creature 15 = 8. Wound is Light after one tick.* Bad Wound, 30 Damage, Weak Cover (5). Wound takes 10 damage (Bad Severity) and selecting look > equipment from the optionsheals 10 damage (regeneration, healing cover). 30 + 10 - 10 = 30. Wound is stabilized, but will not heal[[Category:Babel/H]][[Category:Guides]]
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