First Aid skill: Difference between revisions

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(New page: {{stub}} Empaths get a bonus to First Aid. Category:Survival Skillset Category:Skills)
 
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[[Empath|Empaths]] get a bonus to First Aid.
[[Empath|Empaths]] get a bonus to First Aid.

First Aid is a [[Survival]] skill that allows characters to temporary reduce the amount of bleeding caused by serious wounds by wrapping them in bandages. It can only be used on external bleeding wounds. It has no applications with regard to treating poison or disease, permanently curing wounds, or restoring vitality loss already suffered.

The bandages used by the First Aid skill are curious in that they seem to come from nowhere. The game assumes that every character has an infinite supply of them. They are apparently the only such items in the game.

Higher ranks in the skill mean that the character is capable of treating progressively worse bleeding wounds at quicker speeds. At higher levels of skill, characters can tend wounds of increasing severity without incurring a roundtime at all.

A character that attempts to treat a wound that is vastly beyond its skill will fail to reduce bleeding at all, and will likely cause a substantial roundtime for both itself and the intended patient.


[[Category:Survival Skillset]]
[[Category:Survival Skillset]]

Revision as of 06:55, 10 April 2007

Empaths get a bonus to First Aid.

First Aid is a Survival skill that allows characters to temporary reduce the amount of bleeding caused by serious wounds by wrapping them in bandages. It can only be used on external bleeding wounds. It has no applications with regard to treating poison or disease, permanently curing wounds, or restoring vitality loss already suffered.

The bandages used by the First Aid skill are curious in that they seem to come from nowhere. The game assumes that every character has an infinite supply of them. They are apparently the only such items in the game.

Higher ranks in the skill mean that the character is capable of treating progressively worse bleeding wounds at quicker speeds. At higher levels of skill, characters can tend wounds of increasing severity without incurring a roundtime at all.

A character that attempts to treat a wound that is vastly beyond its skill will fail to reduce bleeding at all, and will likely cause a substantial roundtime for both itself and the intended patient.