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Healing & Wounds by: Forged Chaos
 

Introduction

by Ildefonse

This book contains all relevant information about healing & wounds.

Healing

by Forged Chaos

In a game with perma-death, a healer's role is going to be an incredibly important one. They will literally extend the lives of others. We recognize this importance and have gone the extra mile in its designs. Some of you will love it while some might not care for it. Regardless, you won't be able to finish this article and say healing will be a boring lifestyle.

All good healers will know that damage comes in two forms; loss of hit points and critical wounds. Each must be dealt with separately using various skills and techniques. Before we get into those details, let's go over how a healer would know who is wounded.

As many of you know, ToA will use a reticule system meaning your mouse movement is locked to the center of the screen. For example, if you move your mouse left, your character will turn left. To gauge a person's overall health, you will reticule over him in close proximity to him. The proximity will be influenced by your perception attribute, but even the most keen of eyes will not be able to detect a characters health at more than a few dozen meters. When close enough to see their health, you will see a small health bar representing their hit points along with an icon for each critical wound they may have. There will be no options to list all your friends health bars. Even if it was offered, it wouldn't do much good because A) someone can't be healed while in combat and B) the healer must be right next to the patient before attempting to heal them anyway.

It's worth going over how one loses hit points and gains critical wounds. When you take damage via melee, missile and magic, it reduces your hit points. If your hit points are reduced to zero or less, you fall unconscious. If your hit points drop to a certain negative number that is determined by another attribute, fortitude, you die. Simple enough, right? You will receive a critical wound when an attack against you has been extraordinarily successful. Critical wounds are debilitating and will make your character a much easier target.

The good news is hit points recover on their own given enough time. The bad news is a critical wound will only heal with the aid of a healer or until your character's next death.

So how does a healer go about helping those in need?

Let's first talk about helping someone to recover their hit points. When you reticule over someone and see they are low on hit points, you can hit a 'bandage' hotkey. Assuming you have the right supplies in your inventory and you nor your patient is in combat, the healing attempt will begin. The attempt only takes a few seconds but if the healer or patient moves or takes any damage the attempt will fail. Upon a successful skill check of your Field Dressing skill you will have helped to accelerate the rate at which the patient regains hit points. Notice he doesn't gain them back instantaneously.

The other, more complex, side of healing is the critical wounds. This is what will separate the field medics from the doctors.

Critical wounds are split into four types, each of which will have a skill and techniques the player can use to attempt to heal them. The wound types are: organ, flesh, bone, and infections. Some examples would be a ruptured kidney, gaping laceration, and a fractured skull. Infections cover all infections, poisons, and diseases.

When you reticule over someone and see they have a critical wound icon, you would press the 'heal' hotkey. Your potential patient will be asked to confirm your attempted heal at which time he will lay down (becoming very susceptible to attack) for the duration of the healing attempt. Just like with bandaging, should the healer or patient take any damage or move, the attempt will automatically fail. Here's where it gets complex. Each critical wound will have its own set of steps that must be followed in order to begin healing of the wound. Each step might request certain items (scalpel, bandages, splints, salves, etc) or certain locations (an apothecary) but might also let you attempt the heal without them. Be careful though - attempting a heal without the right items or in less than ideal conditions will impact your chance of success and in severe cases could come with unseen ramifications (not using antiseptic on your patient was a good idea at the time...). Assuming you have successfully treated the critical wound, its severity will begin to diminish until it either completely heals or needs more medical attention.

And there you have it, healing, ToA style!

FAQ

Will there be critical hits?

Yes. Critical hits will result in the target receiving a wound. Wounds are medical conditions that natural healing can't cure. Each wound has a specific debilitating impact on the character. An example would be a broken leg would cause a 40% penalty to movement speeds. Wounds are permanent until the character's next death or it is healed by someone with the proper healing skill.

Source: Official FAQ, 15-09-2012

What effect will wounds have on your character?

Wounds, which are permanent until the next death or treated by a skilled healer, debilitate your character, making him/her easier to kill. Reduced movement, reduced attack speeds, reduced hit point regain rate, etc.

Source: Forums (Brax), 29-11-2012

Will being a priest-like character with healing be possible?

Healing, yes. Priest, no. We've cut the religion system for launch, but we certainly want to bring that back at some point. But yes, you will be able to heal. Not through magics, it will be through salves and skill.

Source: Podcast (Brax), 14-01-2013

I don't die much in other games. Isn't 100 life counters too many?

Something to consider when using the "I don't die ... much" train of thought. ToA is not like those other games.

You get to keep your gear upon death in other games. You get the luxury of a 'conning' system in other games so you can selectively pick targets that you have a good chance of beating. You don't receive permanent wounds that last until another player heals it or until death in other games. You can chug 1,437 healing potions in other games to keep you alive during a fight. In other games you have almost zero chance of being hurt by someone even just a few levels below you. You don't die from heat, cold or lack of food or water in other games. You get to go to areas that are specifically built for your level in other games.

Source: Forums (Brax), 08-02-2013

So there are 5 distinct healing skills?

[Yes], You'll have the Field Dressing skill for recovering lost hit points and four skills, one for each of the wound types. This didn't add any time to development, we just decided to branch healing out from a single skill. It's too important to leave be as just one skill.

Source: Forums (Brax), 20-02-2013

When it comes to critical wounds (organ, flesh, bone, infection), how difficult or easy is it to obtain one of these extreme injuries? Also, what are some of the penalties that go along with it?

They won't be commonplace. It takes a pretty remarkable hit to trigger a critical wound. Each time a critical wound is delivered, it is given a severity rating. The more severe the rating, the more severe the penalties. Take a broken leg crit for example. If it's a low severity (and don't mistake 'low' to mean it's a casual wound, it's not!) your movement might be reduced 30%. On the other hand if the severity was high, your movement might be reduced 80% and you temporarily reduce your max hit points anytime you move for too long.

Source: Forums (Brax), 20-02-2013

Are the four types of critical wounds equal to each other in 'danger'? Is a critical wound on an organ more severe than a critical wound on bone for example?

It's more about the severity of the wound and if you rely on the function that the wound is impeding. If you've received a lung crit, stamina cost for anything will double at best, so if you use a lot of stamina (warrior or a mage for example) than you might be in a wee bit of trouble.

Source: Forums (Brax), 20-02-2013

Can healers heal themselves or do they have to rely on another healer to treat them?

You can bandage yourself (to recoup loss hit points) but you cannot heal a critical wound on yourself. This one is subject to change.

Source: Forums (Brax), 20-02-2013

Would it need time to heal on its own after a doctor treats you, and you'd just be walking around with a crutch, or something?

Healing a critical wound simply starts its healing process. The better the healer's skill check was that healed you, the faster it will heal. We're leaning more towards playability with this one in that it won't take a healed broken leg weeks to heal. Maybe 10 minutes or so depending on the severity of the wound and how good your healer was.

Source: Forums (Brax), 20-02-2013

So, the healing process will be strategic, not tactical?

Definitely. The whole system was built around a vision of healers staying out of the combat area unless absolutely necessary.

Source: Forums (Brax), 20-02-2013

Will the healing skill also have innovations?

There are lots of innovations planned for the medical field.

Source: Forums (Brax), 20-02-2013

Will there be diseases of varying seriousness? Can they all be healed?

Some [diseases] will be debilitating while others will be outright deadly. None will kill you straight away. You'll most likely have time to find a healer and hope they have the proper methods for curing it or can at least keep you alive while it runs its course.

To those that may quit because they fall victim to a plague or disease, I say this:
TerVarus is a hard cruel world by design and we will not fall into the trap of padding all the walls out of fear of losing subscriptions. That would be doing a huge disservice to ourselves and those that believe in what ToA is and represents.

Source: Forums (Brax), 26-04-2013

The End