Healing | |||||||
---|---|---|---|---|---|---|---|
Crafting skill | |||||||
Attributes | Skills | ||||||
Primary | Intellect | Requires | Herbalism | ||||
Secondary | Strength | Unlocks | Alchemy | ||||
Skill Progression | |||||||
Level | Description | ||||||
All | Maximum % of Hard HP that can be healed | ||||||
0 | Can help to regain consciousness faster. Can heal. | ||||||
30 | Can heal wounds on arms and legs | ||||||
60 | Can heal fractured arms and legs | ||||||
90 | Can perform surgery and heal wounds and fractures anywhere on the body | ||||||
100 | Permanent +5 bonus to luck during healing | ||||||
Skill ID 14 |
Healing is one of the three tier 3 crafting skills in the Nature's lore branch and the single branch following the Herbalism skill. Level 30 of Herbalism is required to learn this skill. To increase Healing past level 30, Herbalism skill must be at level 60.
While healing doesn't restore HP immediately, it speeds up the healing process by applying the 'Bed Rest' Effect on the patient. It also allows you to revive knocked down players and to heal Wounds and fractures on injured players. The 'Bed Rest' Effects will get cancelled if the patient takes any damage during their durations.
Unlocking Healing skill grants ability to inspect other players and detect their soft and hard health level and injuries. All Treatments are done by right clicking the patient and selecting 'Treat' and the correct type of treatment. Simple healing of hHP is called 'Treat Patient' and does not require any tools. At zero healing skill it heals 20% of the patient's maximum hardHP and this scales up with healer's skill level.
All treatments of injuries consume a Bandage from the healer's inventory. Healing a wound on a limb can be done at level 30+ by selecting Treat -> Wounds. Repairing fractured limbs requires skill 60 and a Primitive hammer or a Mallet equipped and then selecting Treat -> Fractures. Healing Severe Injuries, i.e. wounds and fractures of the torso and head, requires 90 in healing and a Saw. You then need to select Treat -> Severe Injuries, which will also mend any other injury at once, including bleeds. Injury treatments give rest effects of their own, but to heal also hHP you need to give the basic Treat Patient 'Bed Rest' Effect as well.
Abilities[ | ]
Name | Level | Duration Min – Max |
Equipment | Target |
---|---|---|---|---|
Inspect Patient | 0 | MinTime – MaxTime | - | Player |
Treat Patient (hHP) | 0 | MinTime – MaxTime | - | Player |
Treat to Revive (sHp) | 0 | MinTime – MaxTime | - | Player |
Treat Wounds (arms and legs) | 30 | MinTime – MaxTime | Bandage | Player |
Treat Fractures (arms and legs) | 60 | MinTime – MaxTime | Hammer and Bandage | Player |
Treat Severe Injuries (fractures and wounds anywhere on the body) | 90 | MinTime – MaxTime | Saw and Bandage | Player |
- Basic duration of wounds and fracture Bed Rest effect depends on both the real skill level and bandage quality level, and varies from 0.36 (level=30, q=30) to 0.15(level=100, q=100) of injury time left at the moment of the healing.
- The Treat abilities (Wounds, Fractures and Severe Injuries) use luck to decrease the duration of the rest effect by 20%
Video Guides & Training Tips[ | ]
Have a piece of advice for effective training? Edit this section and place it here!
- After level 60 keep a hammer on you, and at 90+ keep a saw on you to perform bone-straightening and surgery.
References[ | ]
MMO: Crafting skills | |||||||
---|---|---|---|---|---|---|---|
Artisan | → Construction | → Masonry | → Architecture | ||||
Mining | → Materials Processing | → Precious Prospecting | → Jewelry | ||||
Forestry | → Carpentry | → Bowcraft | → Warfare Engineering | ||||
Kilning | → Forging | → Weaponsmithing | → Armorsmithing | ||||
Household | → Farming | → Cooking | → Tailoring | ||||
Gathering | → Herbalism | → Healing | → Alchemy | ||||
Hunting | → Procuration | → Animal Lore | → Warhorse Training |