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− | '' | + | ''Before healing rate modifiers, wounds at 3.75 damage or below heal in a single healing tick, and wounds under 15 damage will eventually heal.'' |
''Legend:'' | ''Legend:'' | ||
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+ | |||
+ | Notes: | ||
+ | * Healing bonus on deeds affect healing rate by an unknown amount, which would also affect these thresholds. | ||
+ | * High nutrition and fat layers increase natural healing rate. Well-fed players seem to get +2 healing rate. For these players, increase the above wound thresholds by 1.5 (single tick) and 6 (long-term) for bandaged wounds. (See [[Wurm Server Release Notes 2009#090512|Wurm Server Release Notes 2009]] for the relevant patch notes.) | ||
+ | * Religion may give a healing boost of an unknown amount. | ||
+ | * Bandaged wounds increase the healing rate by 1. Increase the above wound thresholds by 0.75 (single tick) and 3 (long-term) for bandaged wounds. | ||
+ | * Healing ticks occur every 15 minutes after when the damage took place. | ||
+ | * Healing ticks only heal an integer amount each tick, with an insignificant level of variance, presumably due to floating point error. | ||
+ | |||
+ | Other observations: | ||
+ | * Falling bruises of 22 damage and 15 damage did not heal off-deed without some sort of treatment. Natural healing rate at the time was 7, as determined from other fall wounds of varying severity. Maybe medium wounds in general won't heal on their own? | ||
+ | * During the above test, some evidence was found that natural healing ticks heal the same amount per tick when no additional treatment takes place. It was expected that the healing rate would increase slightly, as the reduced wound severity would slow down healing by a smaller amount than the original severity. The actual results could mean either that healing ticks are based on the original wound severity, or that the healing rate is cached until something other than wound severity modifies it. Determining which is the case would require observing slow-healing wounds (healing 1-2 damage per tick) and then applying a minimum-potency healing cover that doesn't completely heal the wound during the next tick. |
Latest revision as of 15:49, 26 March 2014
Warning: This is part of a player's user page and should not be modified without permission. Do not modify this page without consulting Tathar first.
This quick reference guide is intended to improve the usage and creation of healing covers. Both potency and weight are considered for purpose-driven recommendations for healing covers in this guide. Throughout this guide, "HC" is used as an acronym for healing cover.
Contents
Ingredients
Potency | Substance | Weight (kg) | BSB/FSB | Usage Notes |
---|---|---|---|---|
5 | Black mushroom | 0.40 | No | Foraging item; makes heavy HCs |
Gland | 0.01 | BSB | Ideal for first-aid kit HCs | |
Heart | 0.50 | FSB | Meat item for foods; makes heavy HCs | |
Unicorn Twisted horn | 0.30 | BSB | Good for first-aid kits; use with gland for max-strength 0.11 kg HC | |
4 | Green mushroom | 0.40 | No | Foraging item; use for heavy HCs |
Lovage | 0.05 | FSB | Botanizing item; great for first-aid kits | |
Rosemary | 0.05 | FSB | Botanizing item; great for first-aid kits | |
Tooth | 0.01 | BSB | Ideal for first-aid kits | |
3 | Blue mushroom | 0.80 | No | Foraging item; use for heavy HCs |
Camellia | 0.05 | FSB | Seasonal harvest item; good for first-aid kits | |
Eye | 0.01 | FSB | Ideal for first-aid kits | |
Nettles | 0.05 | FSB | Botanizing item; great for first-aid kits | |
Sage | 0.05 | FSB | Botanizing item; great for first-aid kits | |
Yellow mushroom | 0.20 | No | Foraging item; good for heavy HCs or first-aid kits in a pinch | |
2 | Acorns | 0.20 | BSB | Foraging item; better used for other things |
Barley | 0.30 | FSB | Botanizing item; better used for bread | |
Bladder | 0.02 | BSB | Ideal for first-aid kits | |
Brown mushroom | 0.60 | No | Foraging item; good for heavy HCs | |
Garlic | 0.05 | FSB | Botanizing item; better used for farmer's salve | |
Hoof | 0.10 | BSB | Useful for first-aid kits in a pinch | |
Lavender | 0.05 | BSB | Seasonal harvest item; good for first-aid kits | |
Lemon | 0.20? | FSB | Seasonal harvest item; better for beverages and cooking | |
Paw | 0.10 | BSB | Useful for first-aid kits in a pinch | |
Sassafras | 0.05 | FSB | Botanizing item, good for first-aid kits | |
Tail | 0.10 | BSB | Useful for first-aid kits in a pinch | |
1 | Corn | 0.10 | FSB | Foraging item; much more useful for meals |
Onion | 0.05 | FSB | Foraging item; much more useful for meals | |
Parsley | 0.05 | FSB | Botanizing item; useful for first-aid kits | |
Pumpkin | 1.00 | FSB | Foraging item; much more useful for meals | |
Reed plants | 0.50 | BSB | Marine harvest item; not recommended for HCs | |
Rose | 0.05 | BSB | Seasonal harvest item; good for first-aid kits | |
Wemp plants | 0.70 | BSB | Foraging item; not recommended for HCs | |
Wheat | 0.30 | FSB | Botanizing item; far more useful for making bread |
Weight Considerations
In addition to varying potency, healing covers can vary in weight from 0.02 kg to 1.80 kg based on the weights of the component ingredients. This section outlines usage considerations for healing covers of different weights.
HCs under 0.05 kg
This class of healing cover is ideal for carrying on-hand or in an equipped backpack as part of a first-aid kit. Since healing covers do not decay in inventory, you can keep several of these with you with no meaningful effect on encumbrance. However, only four ingredients can produce healing covers this lightweight, and all four must come from butchered corpses. Unless you have a surplus of glands, teeth, eyes, and bladders, reserve these healing covers for anyone with pressing need for maximum efficiency of carried weight, such as those carrying heavy loads or wearing plate armor on foot.
HCs between 0.05 kg and 0.10 kg
This class of healing cover is both good for keeping on-hand and easy to obtain ingredients for. While ingredients under 0.05 kg would be wasted on these healing covers, a wide variety of herbs from botanizing can be used to resupply these on a reliable basis. Use these healing covers for typical everyday needs.
HCs between 0.11 kg and 0.25 kg
This class of healing cover is acceptable for keeping on-hand, but only if more lightweight covers aren't available in the potency needed. The lightest maximum-strength healing cover, made from a gland and a unicorn horn, falls under this weight class, but for any wound below 75 damage, gland and tooth would be a better choice. If you choose to use these, only a small number should be kept on-hand to minimize carried weight.
HCs between 0.26 kg and 0.50 kg
This class of healing cover is generally both too heavy to keep on-hand and too wasteful to store in containers for emergencies. Either you have to waste materials better used in lighter healing covers, or you're using materials that have better uses than in healing covers. Generally, you should avoid making these except in a pinch.
HCs above 0.50 kg
This class of healing cover is far too heavy to keep on-hand, but most of the ingredients this heavy don't have other uses. This is the domain of mushroom-based healing covers, since mushrooms are both extremely heavy and a poor choice for food. Mushrooms also can't be stored in bulk or food storage bins, so they need to be used sooner rather than later. Make these healing covers for training your natural substances skill, and keep them in a barrel or other container at home. If you get injured at home, you should use the most damaged covers from this weight class first so they can see use before they decay. Alternatively, if you're worried about waste and decay, consider using these for first-aid training after sparring sessions. Sparring will give you a lot of wounds to treat and bandage without risk of death, so it's great for training the skill without exposing you to real danger.
Wound Treatment Grid
This grid provides the maximum wound severities that can be treated by each potency of healing cover. Both "single tick" and long-term wound severities are listed.
Parts | 1 | 2 | 3 | 4 | 5 | |||||
---|---|---|---|---|---|---|---|---|---|---|
5 | 5 | 10 | 15 | 20 | 25 | |||||
7.5 | 30 | 11.25 | 45 | 15 | 60 | 18.75 | 75 | 22.50 | 90 | |
4 | 4 | 8 | 12 | 16 | 20 | |||||
6.75 | 27 | 9.75 | 39 | 12.75 | 51 | 15.75 | 63 | 18.75 | 75 | |
3 | 3 | 6 | 9 | 12 | 15 | |||||
6 | 24 | 8.25 | 33 | 10.50 | 42 | 12.75 | 51 | 15 | 60 | |
2 | 2 | 4 | 6 | 8 | 10 | |||||
5.25 | 21 | 6.75 | 27 | 8.25 | 33 | 9.75 | 39 | 11.25 | 45 | |
1 | 1 | 2 | 3 | 4 | 5 | |||||
4.5 | 18 | 5.25 | 21 | 6 | 24 | 6.75 | 27 | 7.5 | 30 |
Before healing rate modifiers, wounds at 3.75 damage or below heal in a single healing tick, and wounds under 15 damage will eventually heal.
Legend:
Potency | |
Single Tick | Long-Term |
Notes:
- Healing bonus on deeds affect healing rate by an unknown amount, which would also affect these thresholds.
- High nutrition and fat layers increase natural healing rate. Well-fed players seem to get +2 healing rate. For these players, increase the above wound thresholds by 1.5 (single tick) and 6 (long-term) for bandaged wounds. (See Wurm Server Release Notes 2009 for the relevant patch notes.)
- Religion may give a healing boost of an unknown amount.
- Bandaged wounds increase the healing rate by 1. Increase the above wound thresholds by 0.75 (single tick) and 3 (long-term) for bandaged wounds.
- Healing ticks occur every 15 minutes after when the damage took place.
- Healing ticks only heal an integer amount each tick, with an insignificant level of variance, presumably due to floating point error.
Other observations:
- Falling bruises of 22 damage and 15 damage did not heal off-deed without some sort of treatment. Natural healing rate at the time was 7, as determined from other fall wounds of varying severity. Maybe medium wounds in general won't heal on their own?
- During the above test, some evidence was found that natural healing ticks heal the same amount per tick when no additional treatment takes place. It was expected that the healing rate would increase slightly, as the reduced wound severity would slow down healing by a smaller amount than the original severity. The actual results could mean either that healing ticks are based on the original wound severity, or that the healing rate is cached until something other than wound severity modifies it. Determining which is the case would require observing slow-healing wounds (healing 1-2 damage per tick) and then applying a minimum-potency healing cover that doesn't completely heal the wound during the next tick.