Medicine: Difference between revisions
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[[File:MedicineIcon.png|left|150px]] | [[File:MedicineIcon.png|left|150px]] | ||
Life is fragile, but you know how to stitch it back | Life is fragile, but you know how to stitch it back together—sometimes with herbs, sometimes with hope. | ||
The | 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 | 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= | ||
Revision as of 15:51, 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
(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)
(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%) 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.
=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 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.