Healing

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Healing is the name of a non-combat skill, representing a character's ability to heal themselves and others, as well as giving a general sense of their health and ability to heal

Improving the Healing skill affects three areas: certain meds will have improved effectiveness, access to certain abilities, and bonuses to natural healing capabilities.

Requirements

The only thing required to use and practice the skill is Meds. Applying rags as bandages also counts as using a med.


Meds improved by the Healing skill

The following items are affected by the Healing skill:

  • Rags: Base chance of successfully healing a Wound is 50%; increases by 10% for every level above Unskilled.
    • Roll a 1d100; if the result is equal or under to the chance percentage, the Wound is healed, otherwise the rag is consumed and another one must be used.
  • First Aid Kits (FAKs) and Field Surgery Kits (FSKs): After using and resolving the light or strong limb healing effect on the targeted limb, all other limbs heal a bonus amount of HP, which scales with skill level, from +0 at Unskilled to +4 at Master.


Abilities from Healing skill

(WIP)


Improvements to natural healing

(WIP)


Healing skill levels

For every med used (including the use of a rag as a makeshift bandage), either on oneself or another character, 1 Skill Point is granted.

Skill level SP Effects
Unskilled 0 Meds: 50% chance to heal a wound with a rag. +0 bonus HP to all other limbs after using a FAK or FSK.
Basic 100 Meds: 60% chance to heal a wound with a rag. +1 bonus HP to all other limbs after using a FAK or FSK.
Skilled 250 Meds: 70% chance to heal a wound with a rag. +2 bonus HP to all other limbs after using a FAK or FSK.
Expert 500 Meds: 80% chance to heal a wound with a rag. +3 bonus HP to all other limbs after using a FAK or FSK.
Master 1000 Meds: 90% chance to heal a wound with a rag. +4 bonus HP to all other limbs after using a FAK or FSK.