Difference between revisions of "Healing cover"
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Revision as of 01:32, 15 March 2014
Main / Skills / Alchemy / Natural substances / Healing cover
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natural substances |
Result |
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Skill and improvement |
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A healing cover is an alchemy item made from natural substances that consists of a poultice of various herbs and other components to be applied on a wound in order to assist healing. It can be applied in addition to a bandage or used on its own.
Contents
Method
- Activate the first item
- Right-click the second item
- To preview its effectiveness, choose "Alchemy > Lore" (requires at least 10 natural substances skill)
- To make the healing cover, choose "Alchemy > Mix".
Result
- Healing cover (0.02-1.80 kg)
Skill used
Usage
- Activate a healing cover
- Right-click a wound
- Choose "Treat"
Chance of success is affected by first aid skill, the quality of the cover and the severity of the wound. Failure to apply has a small chance to make the wound worse.
Cover strength
The strength of the cover is the value of the first ingredient multiplied by the value of the second:
- substance1.potency * substance2.potency = cover.power
For example, a cover made from garlic (2) and nettles (3) would be (2 x 3 = 6) 6 potency. The maximum potency is 25.
Potency
Strength identification
The quality of a healing cover is of no consequence to the strength of the cover. To identify whether the cover is weak or strong, examine it:
- A bunch of interwoven grass mixed with various healing ingredients. It will help some against wounds. (1-5)
- A bunch of interwoven grass mixed with various healing ingredients. It will pretty efficient against wounds. (6-9)
- A bunch of interwoven grass mixed with various healing ingredients. It will be good against wounds. (10-12)
- A bunch of interwoven grass mixed with various healing ingredients. It will be very good against wounds. (15-16)
- A bunch of interwoven grass mixed with various healing ingredients. It will be supreme against wounds. (20+)
UPDATE: For those of you that organize based on power, pretty efficient and good ranges changed. pretty good no longer exists. Power (12) has been moved to good and power (9) has moved to pretty efficient.
Effectiveness
The effectiveness of a cover is the amount of points the healing cover will add to the base rate of natural healing, which is 5 each 20 minutes. Effectiveness is determined by the substances used to make the covers. Effectiveness can be seen, once applied, while examining a wound, shown as a number between parenthesis at the end of the wound description:
- You see a small bruise at the lower back.
- It is covered with some healing plants (2).
Weak covers will have an effectiveness of 1 to 10 while strong covers will have an effectiveness of 10 or more.
Notes
- Quality of the Healing cover increases the chance to successfully apply it.
- 2 items of the same type can't be mixed except mushrooms.
- Butchered items can last for more than one creation.
- When training natural substances skill by making covers, higher potency covers will give more skill.