Skill Changes: Difference between revisions

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==Heal==
==Heal==
Medicinal herbs will heal 1 hp/round a total of the difference between the heal check and a DC of 11 (i.e. a Heal check of 17 will heal 6 hit points over 6 rounds). The DC is 21 while in combat.  Skill Focus: Heal will further improve the ability to use the healing kits to 2 HP per tick. Herbs do not cure disease or neutralize poison. Salutatory Tonics cure disease and Antitoxins neutralize poisons with a successful heal check, the DC 15 out of combat and DC 30 while in combat. Heal is also used in [[Crafting#Herbalism|Herbalism]].
EFU does not use "Healing Kits", instead there are 3 items available that utilize the Heal skill.
 
'''Medicinal Herbs'''
 
Herbs will heal 1 hp/round based on a Heal check. Skill Focus: Heal doubles this to 2 hp/round. The total amount healed is the difference between your Heal check and the DC.
 
While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed.  
 
While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 21 to determine the amount healed.  
 
:::'''Example:''' Using a Medicinal Herb while out of combat with a roll of 17 will heal 6 hp over 6 rounds.
 
'''Antitoxins'''
 
This item neutralizes poisons with a successful Heal check of 1d20+Heal vs DC.
 
While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
 
While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
 
'''Salutatory Tonics'''
 
This item cures diseases with a successful Heal check of 1d20+Heal vs DC.
 
While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated.
 
While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated.
 
The Heal skill is also used in [[Crafting#Herbalism|Herbalism]].


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==Hide==
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