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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: Mass heal for deep cuts?
So now that nature is more a challenge and things are more realistic.... which everyone screamed for last world you want to negate the improvements? Other then when you just stumble upon trouble in most cases you can avoid it. If your getting that hurt take time and heal and avoid danger.
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infectedking
- Posts: 1472
- Joined: Sat Dec 08, 2012 4:59 am
Re: Mass heal for deep cuts?
I would suggest poultice for all of those except the highest, use a bandage for it since it seems to heal faster than poultice.shubla wrote:Like seriously. We need one.
This is getting ridiculous. I should make a ton of poultices to only get 3hpp back per poultice.. This times many.
Any Questions about the game or anything, hit me up on skype: deadlytroll1 Or you can find me in the hedgehug realm chat on discord.dafels wrote:I like to be under Frosty's command.
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abt79
- Posts: 1629
- Joined: Thu Feb 06, 2014 1:59 am
- Location: looking for black coal, completely in vein
Re: Mass heal for deep cuts?
Or say, one q factor increases heal speed, one (presumably vitality) determines how much wear it has, and the third does, err, something elseUkhata wrote:at least quality could have something to do with it then?shubla wrote:This could be nice idea. Each poultice would heal for x amount of dmg (depending on ql). When you click wound and treat it. % is added to the wear of poultice. For example 1 q10 poultice could heal for 10 hhp dmg. So it could heal one big one, or part of very big one, or multiple very small ones.Drevar wrote:Perhaps poultice should have charges or be a quantity of poultice so you can heal several smaller wounds or one larger one.
just let it heal average quality number of damage?
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