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Guides:Healing Guide

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=Beginner Guide to Healing=
==Healing Basics==
A [[character]] can suffer [[wounds]] 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's 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]]. This It is generally better to bandage first, as the focus bandage may reduce the severity of the remainder wound, making the application of this articlehealing 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 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 another bandage may not be applied, unless this wound takes damage again. '''Bandaged''' wounds increase the regeneration rate by 1 every 10 minutes.
[[Bandages]] (or [[farmer's salveHealing Cover|Healing Covers]] add a specific amount of regeneration based on [[bruise]]) immediately remove some damage upon application. If the wound still exists after thispotency of the healing cover applied, and the wound becomes would will become '''bandagedtreated''' and another bandage may not be applied, unless this wound takes damage again. [[Examine]] a '''Bandagedtreated''' wounds add 1 damage every 10 minutes wound to determine the base regeneration ratecurrent 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 [[Healing Cover]] for more information on calculating potency, and usable ingredients.
[[Healing Cover|Healing Covers]] add a specific amount of regeneration based on the potency of the healing cover applied. [[Examine]] the The basic formula is: ('''wound to determine the current potency of an applied coverdamage''' / 3) - 5 = '''damage increase per tick'''. Healing Covers may be replaced with a higher potency variety at any timeIf this number is positive, but do not stack in potencyit will require bandages or healing covers. See [[Healing Cover]] for more information on calculating potencyOnce this value is negative, and usable ingredientsthe wound will begin healing.
==Wound Severity Information==
* Wounds take 1 damage per tick for every 3 damage already accumulated. the following is a breakdown of the wound severities: ;<span style="color:rgb(249,197,96)">Very light</span> <span style="font-size:7pt">[[Wound:Very light|Very lightWhat'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">[[Wound:Light|LightWhat's This?]]. </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="font-size:7pt">[[Wound:Medium|MediumWhat'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">[[Wound:Bad|BadWhat's This?]]. </span>: 30-45% damage. These Wounds take 10 to 15 damage every tick. They will never heal themselves, and 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">[[Wound:Severe|SevereWhat's This?]]. </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 wounds require a healing cover greater than 12 potency to begin healing at the lowest levels. Supreme healing covers 20+ potency recommended.
==Examples==
[[Category:Babel/H]]
[[Category:Guides]]
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