Medicine: Difference between revisions

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[[File:MedicineIcon.png|left|150px]]
[[File:MedicineIcon.png|left]]


Life is fragile, but you know how to stitch it back together, whether with herbs or hope.
Life is fragile, but you know how to stitch it back together—sometimes with herbs, sometimes with hope.


The '''Medicine''' skill represents a character's ability to heal others, treat injuries and illnesses, and provide advanced medical care in both combat and non-combat situations.  
The '''Medicine''' skill is the art of mending the broken, treating wounds and illness alike, whether in the chaos of battle or the quiet of a sickbed.


As this skill increases, the character can perform more complex medical procedures, diagnose hidden conditions, and use medical supplies more efficiently. At the highest levels, they can assess deeper, more obscure conditions like mental health or substance dependencies. If found in time, the most mastered in Medicine can intervene in death and prevent a patient from dying from a lethal injury.
As your mastery deepens, so does your ability to diagnose hidden ailments, perform intricate procedures, and stretch dwindling supplies. At its pinnacle, the skill reveals the mind’s troubles—addictions, frailties of the spirit. And in those final moments, when death reaches out, the most skilled healers can pull a soul back from the brink.


=Skill Perks=
=Skill Perks=
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     <p style="color: #AFACA8;">'''(25%) Field Medic:''' Using bandages, you can heal others during combat, this takes concentration to accomplish. The better the INT and Medicine skill, the better the heal (with a cap TBD)</p>
     <p style="color: #AFACA8;">'''(25%) Field Medic:''' Unlocks the ability on the Abilities Menu. Using bandages, you can heal others during combat.</p>
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     <p style="color: #AFACA8;">'''(100%) Stability:''' Unlocks the ability on the Patient Diagnosis Menu. When a patient is dying, you can stabilize your patient to stall the dying condition for an extended period. If the lethal injury is addressed in that timeframe, the afflicted player will survive.</p>
     <p style="color: #AFACA8;">'''(100%) Stabilize:''' Unlocks the ability on the Patient Diagnosis Menu. When a patient is dying, you can stabilize your patient to stall the dying condition for an extended period. If the lethal injury is addressed in that timeframe, the afflicted player will survive.</p>
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=Healing in Combat=
At 25% skill Field Medic becomes available from the Abilities Menu. This takes concentration, and bandages, to accomplish. The better the INT and Medicine skill, the better the heal (with a cap TBD)


=Abilities-
=Diagnosing & Treatment=
TKTK


'''Medicine 0%'''
=Tapering & Addiction=
 
TKTK
Ability: '''DIAGNOSE PATIENT''' - Can access by double-clicking the tool, context-clicking the playermobile will bring up the Patient Diagnostic Menu.
 
It looks for a stethoscope in your backpack to trigger or give them a “You must be in possession of a stethoscope to begin diagnosing a patient”


=Sanity & Psychological Traits=
TKTK




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'''Medicine 50%'''
'''TRIAGE''' - Use on a target from the Patient Diagnosis Menu to instantly heal the most severe injury at the expense of rendering another untreatable (so it must heal naturally, or get worse, which will turn a new injury to be addressed later)
This can be strategic in saving resources while waving off lesser injuries like a small scratch or common cold that your average healthy person can bounce back from without issue.
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'''Medicine 75%'''
Ability: '''TAPER''' - Available on Patient Diagnosis Menu When patient has been diagnosed with a Chemical Dependency and is suffering from Withdrawl; can apply a drug type to the patient they’re addicted to which removes the withdrawal effects and does not add to their addiction meter, allowing them to let the addiction metric decay a bit without affecting their stats.
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'''Medicine 100%'''
Ability: '''STABLIZE''' - Available on Patient Diagnosis Menu when a patient is dying; can stabilize your patient to stall the dying condition for an extended period. If the lethal injury is addressed in that timeframe, the afflicted player will survive.


==Treating Injuries==
Back to [[Skills]]

Latest revision as of 20:29, 18 October 2024

Life is fragile, but you know how to stitch it back together—sometimes with herbs, sometimes with hope.

The Medicine skill is the art of mending the broken, treating wounds and illness alike, whether in the chaos of battle or the quiet of a sickbed.

As your mastery deepens, so does your ability to diagnose hidden ailments, perform intricate procedures, and stretch dwindling supplies. At its pinnacle, the skill reveals the mind’s troubles—addictions, frailties of the spirit. And in those final moments, when death reaches out, the most skilled healers can pull a soul back from the brink.

Skill Perks[edit]

(25%) Field Medic: Unlocks the ability on the Abilities Menu. Using bandages, you can heal others during combat.

(50%) Triage: Unlocks the ability on the Patient Diagnosis Menu. instantly heal the most severe injury at the expense of rendering another untreatable (so it must heal naturally, or get worse, which will turn a new injury to be addressed later)

(75%) Taper: Unlocks the ability on the Patient Diagnosis Menu. When patient has been diagnosed with a Chemical Dependency and is suffering from Withdrawal; can apply a drug type to the patient they’re addicted to which removes the withdrawal effects and does not add to their addiction meter, allowing them to let the addiction metric decay a bit without affecting their stats.

(100%) Stabilize: Unlocks the ability on the Patient Diagnosis Menu. When a patient is dying, you can stabilize your patient to stall the dying condition for an extended period. If the lethal injury is addressed in that timeframe, the afflicted player will survive.

Healing in Combat[edit]

At 25% skill Field Medic becomes available from the Abilities Menu. This takes concentration, and bandages, to accomplish. The better the INT and Medicine skill, the better the heal (with a cap TBD)

Diagnosing & Treatment[edit]

TKTK

Tapering & Addiction[edit]

TKTK

Sanity & Psychological Traits[edit]

TKTK



Back to Skills