CyberVic's Skill Guides
by GM CyberVic, Guru of Knowledge

Healing

Skill details:

  • The complementary skill for Healing is Anatomy.
  • The amount of hitpoints healed is not a percentage but a range determined by your skill levels of the Healing Skill and Anatomy.
  • Healing is influenced by your dexterity.
  • At 60.0 skill in Anatomy and Healing you will be able to cure poison.
  • At 90.0 skill in Anatomy and Healing you will be able to resurrect dead players.
  • Healing will always cure the poison first. In order to heal damage you have to apply another bandage. You can not heal a person before they are cured.
  • Failure rate is also based off how well fed you are

Skill usage:

Buy bandages from your local healer
Buying Bandages

Or make bandages from bolts of cloth, folded cloth, or pieces of unwanted clothing. Just use your scissors (purchasable from a tailor) on these to make bandages. The amount of bandages made will depend on the amount of cloth.
Making Bandages

Allways keep plenty of bandages on you. A number somewhere around 50-100 is good. Past that and you'll be weighing yourself down to much, but that's up for you to decide based on strength.
Clean Bandages

To use the skill just double click on your bandages and click on a hurt person. You can target the person's body, his name, or the H: in the target box. This makes healing multiple people easier. You can't heal a person that isn't hurt.
Using Bandages

Once you are done you will have dirty bandages. Feel free to throw them in a trashcan or just double click on them to destroy them.


Minimum and Maximum Amount of Damage Healed

The amount of damage that can be healed depends on the Healing skill and the Anatomy skill.
The following formulas are used;
Minimum amount healed = Anatomy/6 + Healing/6 + 3
Maximum amount healed = Anatomy/6 + Healing/3 + 10

Healing 0 10 20 30 40 50 60 70 80 90 100 110 120
Anatomy
0 3-10 4-13 6-16 8-20 9-23 11-26 13-30 14-33 16-36 18-40 19-43 21-46 23-50
10 4-11 6-15 8-18 9-21 11-25 13-28 14-31 16-35 18-38 19-41 21-45 23-48 24-51
20 6-13 8-16 9-20 11-23 13-26 14-30 16-33 18-36 19-40 21-43 23-46 24-50 26-53
30 8-15 9-18 11-21 13-25 14-28 16-31 18-35 19-38 21-41 23-45 24-48 26-51 28-55
40 9-16 11-20 13-23 14-26 16-30 18-33 19-36 21-40 23-43 24-46 26-50 28-53 29-56
50 11-18 13-21 14-25 16-28 18-31 19-35 21-38 23-41 24-45 26-48 28-51 29-55 31-58
60 13-20 14-23 16-26 18-30 19-33 21-36 23-40 24-43 26-46 28-50 29-53 31-56 33-60
70 14-21 16-25 18-28 19-31 21-35 23-38 24-41 26-45 28-48 29-51 31-55 33-58 34-61
80 16-23 18-26 19-30 21-33 23-36 24-40 26-43 28-46 29-50 31-53 33-56 34-60 36-63
90 18-25 19-28 21-31 23-35 24-38 26-41 28-45 29-48 31-51 33-55 34-58 36-61 38-65
100 19-26 21-30 23-33 24-36 26-40 28-43 29-46 31-50 33-53 34-56 36-60 38-63 39-66
110 21-28 23-31 24-35 26-38 28-41 29-45 31-48 33-51 34-55 36-58 38-61 39-65 41-68
120 23-30 24-33 26-36 28-40 29-43 31-46 33-50 34-53 36-56 38-60 39-63 41-66 43-70


Approximate Healing Speeds

The formula to calculate healing speed is: (result should be rounded up)
Healing Self: 11 - (Dexterity / 20).
Healing Others: 4 - (Dexterity / 60).

Dexterity Time per Bandage on Self Time per Bandage on Other
10 - 19 11 Seconds 4 Seconds
20 - 39 10 Seconds 4 Seconds
40 - 59 9 Seconds 4 Seconds
60 - 79 8 Seconds 3 Seconds
80 - 99 7 Seconds 3 Seconds
100 - 119 6 Seconds 3 Seconds
120 - 139 5 Seconds 2 Seconds
140 - 159 4 Seconds 2 Seconds

A minimum level of 60 for both Anatomy and Healing is required to cure someone who is poisoned.
A minimum level of 85 for both Anatomy and Healing is required to resurrect a ghost.
Resurrecting others has a delay of 45 seconds. It is not possible to resurrect yourself.
The healer has to stay within 2 tiles of the person he is healing.
Healing someone can only result in gaining karma, never a loss of karma.

NOTE: The above formulas are a product of a series of tests performed on a Test Shard and have not been confirmed by the developers.

 


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Content Copyright © 2004 Victor F. Laurence
Obsidian Shard Copyright © 2004 DX Gaming Network
Orignal Ultima Online Material © 2004 Origin Systems, Inc
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