Medicine: Difference between revisions
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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” | 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” | ||
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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. | 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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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. | 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== | ==Treating Injuries== | ||
Revision as of 14:54, 8 October 2024

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.
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.
Skill Perks & Abilities
Medicine 0%
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”
Medicine 25%
Ability: 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)
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.
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.
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.