Medicine: Difference between revisions
No edit summary |
No edit summary |
||
| (30 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
[[File:MedicineIcon.png|left | [[File:MedicineIcon.png|left]] | ||
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= | |||
<div style="background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;"> | |||
<p style="color: #AFACA8;">'''(25%) Field Medic:''' Unlocks the ability on the Abilities Menu. Using bandages, you can heal others during combat.</p> | |||
</div> | |||
<div style="background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;"> | |||
<p style="color: #AFACA8;">'''(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) </p> | |||
</div> | |||
<div style="background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;"> | |||
<p style="color: #AFACA8;">'''(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.</p> | |||
</div> | |||
<div style="background-color: #272727; padding: 20px; margin: 20px 0; border-radius: 8px;"> | |||
<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> | |||
</div> | |||
=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) | |||
=Diagnosing & Treatment= | |||
TKTK | |||
=Tapering & Addiction= | |||
TKTK | |||
=Sanity & Psychological Traits= | |||
TKTK | |||
------- | |||
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