Healing: Difference between revisions

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==Training==
==Training==
Healing training requires bandages.<br>
* Healing training requires bandages.
Up to 50.0 skill can be trained by a NPC healer vendor.<br>
* Up to 50.0 skill can be trained by a NPC healer vendor.
Skill gains for Healing up to 70.0 are accelerated in the [[New Player Dungeon]].<br>
* Skill gains for Healing up to 70.0 are accelerated in the [[New Player Dungeon]].
<u>Method One:</u><br>
 
50-70 Use bandages to heal missing health while in the New Player Dungeon.<br>
<u>Method One:</u>
70-80 Use bandages to heal missing health<br>
* 50-70 Use bandages to heal missing health while in the New Player Dungeon.
80-100 Use bandages to attempt to resurrect a dead player.<br>
* 70-80 Use bandages to heal missing health
<u>Method Two:</u><br>
* 80-100 Use bandages to attempt to resurrect a dead player.
Go to a mage shop and buy a magical wizard hat.<br>
 
50-70 Equip the hat and Unequip the hat. Immediately heal yourself while in the New Player Dungeon.<br>
<u>Method Two:</u>
70-80 Equip the hat and Unequip the hat. Immediately heal yourself.<br>
* Go to a mage shop and buy a magical wizard hat.
80-100 get a character killed on a 2nd account and toggle war mode on. Attempt to resurrect that character with your character training healing.<br>
* 50-70 Equip the hat and Unequip the hat. Immediately heal yourself while in the New Player Dungeon.
You can leave the accept resurrection gump on screen.
* 70-80 Equip the hat and Unequip the hat. Immediately heal yourself.
* 80-100 get a character killed on a 2nd account and toggle war mode on. Attempt to resurrect that character with your character training healing.<br>
* You can leave the accept resurrection gump on screen.

Revision as of 08:56, 24 July 2019

Summary

  • Minimum Anatomy skill of 60 is required for bandage cure attempts
  • Minimum Anatomy skill of 80 is required for bandage resurrection attempts
  • Bandage Healing Amounts are ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
  • Bandaging self takes 10-15 seconds (scaled based on Healer's Dex)
  • Banding another target takes 5-7.5 seconds (scaled based on Healer's Dex)


Stationary Bandaging

  • Players who have been stationary for 5 seconds may bandage targets up to 2 tiles away
  • Player healing range reverts back to 1 tile range if the player moves within 5 seconds of finishing the bandage


Curing Poison

Progressive Curing

  • Each consecutive failed attempt at curing poison now increases chance of the next attempt by 100% (previously was 50%) of the base cure chance (before factoring in adjustments for Poison Skill, Taste ID, or Other Player Effects)

Example of curing Deadly Poison created by a player with GM Poisoning Skill and GM Taste ID:

  • Base attempt to cure Deadly Poison via Greater Cure Potion or GM Magery is 50% chance
  • If they fail their cure attempt, their next attempt will receive a flat 50% bonus
  • Poisons created with GM Poisoning and GM Taste ID have their cure chance reduced by a scalar of 50% (i.e. 50% base cure chance becomes 25% cure chance)
  • Player's 1st Cure Attempt = 25% Cure Chance
  • Player's 2nd Cure Attempt = 75% Cure Chance
  • Player's 3rd Cure Attempt = 125% Cure Chance


Example of curing Lethal Poison created by a player with 120 Poisoning Skill and 120 Taste ID:

  • Base attempt to cure Lethal Poison via Greater Cure Potion or GM Magery is 25% chance
  • If they fail their cure attempt, their next attempt will receive a flat 25% bonus
  • Poisons created with 120 Poisoning and 120 Taste ID have their cure chance reduced by a scalar of 60% (i.e. 25% base cure chance becomes 10% cure chance)
  • Player's 1st Cure Attempt = 10% Cure Chance
  • Player's 2nd Cure Attempt = 35% Cure Chance
  • Player's 3rd Cure Attempt = 60% Cure Chance
  • Player's 4th Cure Attempt = 85% Cure Chance
  • Player's 5th Cure Attempt = 110% Cure Chance


  • Player-applied poisons (weapons and spells) have a cure chance penalty of (25% * (Poisoning Skill / 100)) of normal
  • Player-applied poisons (weapons and spells) have a cure chance penalty of (25% * (Taste ID Skill / 100)) of normal

For example, a player that would normally have a 50% chance to cure a particular poison, would instead only have a 25% chance to cure if the poison was inflicted by a player with 100 Poisoning and 100 Taste ID


Bandaging Cure Chances

  • Chance to Cure Player = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%);
  • Chance to Cure Creature = ((150% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%);


PvM

  • Bandaging a target that is poisoned will also heal damage on it, regardless of the result of the cure attempt. Healing amounts for bandaging poisoned targets while in PvM are as follows:
  • Lesser Poison: 100% of normal healing
  • Regular Poison: 100% of normal healing
  • Greater Poison: 75% of normal healing
  • Deadly Poison: 50% of normal healing
  • Lethal Poison: 25% of normal healing

Training

  • Healing training requires bandages.
  • Up to 50.0 skill can be trained by a NPC healer vendor.
  • Skill gains for Healing up to 70.0 are accelerated in the New Player Dungeon.

Method One:

  • 50-70 Use bandages to heal missing health while in the New Player Dungeon.
  • 70-80 Use bandages to heal missing health
  • 80-100 Use bandages to attempt to resurrect a dead player.

Method Two:

  • Go to a mage shop and buy a magical wizard hat.
  • 50-70 Equip the hat and Unequip the hat. Immediately heal yourself while in the New Player Dungeon.
  • 70-80 Equip the hat and Unequip the hat. Immediately heal yourself.
  • 80-100 get a character killed on a 2nd account and toggle war mode on. Attempt to resurrect that character with your character training healing.
  • You can leave the accept resurrection gump on screen.