Difference between revisions of "Healing cover"

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* Some [[:Category:Butchering items|butchered items]] can provide more than one use in creating a cover.
 
* Some [[:Category:Butchering items|butchered items]] can provide more than one use in creating a cover.
 
* Higher potency covers give more [[natural substances]] skill.
 
* Higher potency covers give more [[natural substances]] skill.
* Making healing covers for [[natural substances]] skill grinding follows the same rules as mining you only get a NS tick if the Ql of the healing cover you created falls in the range of 1-39.99
+
* Making healing covers for [[natural substances]] skill grinding follows the same rules as mining you only get a NS tick if the Ql of the healing cover you created falls in the range of 1.01-39.99
  
 
'''Read more''': [[Bandage]] | [[Farmer's salve]] | [[Healing Guide]] | [[Wound]] | [[Natural substances]] | [[Alchemy]]
 
'''Read more''': [[Bandage]] | [[Farmer's salve]] | [[Healing Guide]] | [[Wound]] | [[Natural substances]] | [[Alchemy]]

Revision as of 21:15, 26 June 2015

Healing cover
A Healing cover
Creation
Result
  • Healing cover
Skill and improvement
Notes
Cannot be combined, improved or stored in any bulk storage.

Main / Skills / Alchemy / Natural substances / Healing cover A bunch of interwoven grass mixed with various healing ingredients.

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.

Usage

To apply a healing cover activate it, right click the wound and select treat. To view your wounds either open the character window by double clicking on your healthbar and select a highlighted body part or expand the body section of your inventory and drill down on each highlighted group.

  • The chance of success is affected by your first aid skill, the quality of the cover and severity of the wound.
  • Failure to apply a cover has a small chance to make the wound worse.
  • You may apply a stronger potency cover over a weaker one, but in reverse you are told that The wound already has a better cover. .

Creation

Activate the first of the two ingredients and right-click the second, select Alchemy then Mix. To preview the strength of the potential cover select the Lore option instead of mix.

  • There is no specific order required for activation.
  • Apart from mushrooms, both ingredients must be different.
  • Healing covers will vary in weight from 0.02 - 1.80 kg.

Potency

The strength of the cover is the potency value of the first ingredient, or substance, multiplied by that of the second:

substance1.potency * substance2.potency = cover.potency

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 Ingredient
5 Black mushroomGlandHeartUnicorn twisted horn
4 Green mushroomLovageRosemaryTooth
3 Blue mushroomBison hornCamelliaEyeLong hornNettlesSageYellow mushroom
2 AcornsBarleyBladderBrown mushroomGarlicHoofLavenderLemonPawSassafrasTail
1 CornOnionParsleyPumpkinReed plantsRoseWemp plantsWheat

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 for one of the following event messages. The numbers in brackets are the strength based on the above formula.

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+)

Once the wound is treated, examining it will confirm the potency of the attached cover.

Healing

The potency of the cover added onto the base healing rate of a wound (5 points every 10 minutes) will give the total healing rate, excluding any external bonuses from Fo etc.

Healing rate = 5 + cover.potency

Wounds that are medium or worse will not heal on their own and will require one of the stronger healing covers to aid recovery, some weaker covers may only prevent the wound from getting worse, rather than healing. Also consider using a bandage.

Notes

  • Higher quality healing covers have a higher chance of succeeding the treatment.
  • Some butchered items can provide more than one use in creating a cover.
  • Higher potency covers give more natural substances skill.
  • Making healing covers for natural substances skill grinding follows the same rules as mining you only get a NS tick if the Ql of the healing cover you created falls in the range of 1.01-39.99

Read more: Bandage | Farmer's salve | Healing Guide | Wound | Natural substances | Alchemy