# Healing

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## Contents

## Summary

- Minimum Anatomy skill of 60 is required for bandage cure attempts
- Minimum Anatomy skill of 80 is required for bandage resurrection attempts
- Players with 100 Healing and at least 80 Anatomy will always have 100% chance to resurrect their target with bandages. Patch Notes 20191003
- 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)
- Bandaging 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

## Resurrection

- Players require 80 Healing and 80 Anatomy skill in order to attempt resurrection
- Players with 100 Healing and 80 Anatomy skill will always have 100% chance to resurrect their target with bandages.
- Chance to resurrect with less than 100 Healing scales from 24% with 80 Healing skill to 62% with 99 Healing skill. (assuming minimum requirement of 80 Anatomy is met)

## 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 = ((125% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%);
- Chance to Cure Creature = ((125% - (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

Skill | Activity |
---|---|

0-50 | Train from NPC |

50-70 | New Player Dungeon |

70-80 | Bandage self or others |

80-100 | Bandage ghosts to attempt resurrection |