User:Tathar/First-Aid Kit

From Wurmpedia
< User:Tathar
Revision as of 05:30, 3 March 2014 by Tathar (talk | contribs) (Starting the page, but the guide isn't finished.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.

There are a wide variety of dangers present in the land of Wurm, and one of the most important contributors to staying alive is to be able to heal wounds that you will inevitably incur. Unfortunately, when not hunting, most players are ill-prepared to handle emergency first aid, and few even consider making first-aid supplies until they're immediately needed because of weight, decay, and storage concerns. This guide is intended to assist in keeping people healthy by clearing up misconceptions and outlining the considerations necessary for various aspects of a village healthcare system.

Contents

Getting Started

Healthcare Roles

Doctor: Makes healing covers and farmer's salve for the village. May also be a Fo priest and/or on Path of Love. Harvesting Farmer: The most skilled farmer in the village. High QL cotton is important for bandage success, and high QL garlic is important for farmer's salve. Hunter: Anyone skilled enough in combat to hunt wild animals for healing cover ingredients and animal fat. Should have first priority for first-aid kit materials. Everyone else: Everyone in the town needs to be involved in foraging and botanizing for healing cover ingredients and cotton.

Skills Needed

  • First Aid (10+ for everyone; 20+ for the doctor and hunters)
  • Natural Substances (10+ for doctor only)
  • Farming (21+ for harvesting farmer)
  • Fighting (for hunters; specific level needed depends on equipment)
  • Butchering (for hunters)
  • Foraging (everyone needs some; 20+ for everyone ideal)
  • Botanizing (everyone needs some; 20+ for everyone ideal)

Items Needed

The First-Aid Kit

Once prepared, none of the items needed for healthcare will decay in a player's inventory, since only food items and lanterns decay in inventories. Furthermore, all of these items will fit in a backpack, so a backpack can be used to organize healing items separately from other items. The only problem with keeping these supplies on-hand is that some of them can be heavy and encumbering. However, with appropriate planning and mindfulness, weight issues can be mitigated.

On Foot

Most players will be moving on foot when not performing tasks that specifically require other methods of transportation. Under normal, peaceful circumstances, you probably won't expect to be attacked when on foot, but you're also least prepared to defend against such an attack. This is also the only time when you're at risk of fall damage, and the only time when your inventory's weight affects your movement speed. Overall, this is the most difficult scenario to develop a first-aid kit for, so we're tackling it first.

In most first-aid kits, cotton will make up the vast majority of the kit's total weight. You need 0.10kg to 0.40kg of cotton to attempt to bandage a single wound, so you need quite a bit to bandage every wound. However, bandaging every wound would be a waste of valuable inventory space. Since you can only carry twice your body strength between body and inventory without being encumbered, you won't be able to carry very much before you start slowing down. Farmer's salve is significantly lighter per dose, so for the wounds it will heal, you should use that instead. Additionally, all wounds below 15 damage will heal over time, and all wounds below 3.75 damage will heal in a single healing tick, so these wounds can be safely ignored. Healing covers can also increase these thresholds, so they can be used to boost natural healing when cotton is running low.