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What's up with Healing?

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Warmskin
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What's up with Healing?

Post by Warmskin »

I don't understand... When in battle and one of my group is injured, I try to heal him by using the radial command 'heal' and sometimes it works (rarely). But, even when it does work and says 'heal successful', the HP of the person I'm healing doesn't change. Someone was unconscious so I healed him. It said '-3/7' before and after I healed him. Same thing with a slightly injured player: '7/10' before and after healing. What gives? If I'm missing something simple here, sorry, but this is *really* frustrating.
I'm patched to #2 and using the 5.05 Co8 FE. Everything else in the game seems to be working properly. Thanks in advance very much to anyone who can help.
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Siberys
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Post by Siberys »

The heal skill actually doesn't really do anything for healing as odd as that sounds. It's more for diagnosing or speeding up a natural healing process.

What you need is a cleric with the spells Cure light wounds, Cure moderate wounds, Cure serious wounds and Cure critical wounds. Those are target spells that automatically heal damage from hit points.

Now, I don't remember if this game has it, but if you see a SPELL called "Heal" don't get that confused with the skill heal. The spell heal is ten times better than any cure spell I already listed, as it heals a flat rate of 10 hit points per level of your character casting it (whereas cure's usually do 1D8+1 or so).
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Warmskin
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Post by Warmskin »

Thanks for clearing that up. I figured 'Healing' meant 'Healing'. :rolleyes: But, now I know and I appreciate your help. Another question from someone new to the ToEE world: At some shops there are items (either boots, hats, gloves, etc.) that seem to be worthless. I just want to make sure I'm right in assuming this. For instance, at one shop, the guy is selling Chainmail Gloves. Stats are: Weight: 1, AC: +0, Max Dex Bonus: - , Max Speed: - , Armor Check Penalty: 0, Spell Failure: 0%. So, am I missing something? Why would you want to spend money on this? And what does the '-' mean after Max Dex Bonus and Max speed? Thanks again, very much.
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Post by Siberys »

I wouldn't know about that, I've never actually played this game, I just know the D&D rules that go with it.

My guess would be for magic item crafting, as wizards and priests and other spellcasters can take "Craft item" feats (such as Craft wondrous Item, craft arm's and armor, brew potion, etc) and items like that might be where you're enchanting it.

Dunno though, don't quote me on it.
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Lord Plothos
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Post by Lord Plothos »

Warmskin wrote:Thanks for clearing that up. I figured 'Healing' meant 'Healing'. :rolleyes:
Well, it does, actually. The word "healing" isn't limited to magical instantaneous cures. I mean, if you know any real world 'healers' who can snap their fingers and instantly remove the effects of a sword thrust, please give me his number. :)

Anyway, the Healing skill stops the dying from bleeding out, so you don't die, which can be handy when you're out of magic or need to conserve it. It also has a number of other effects: doubling the number of HP you gain from an 8-hour rest (if you make the hidden roll - the DC I believe is 15). I think it can also remove the slowing effects of spike growth, and some other conditions as well.

But no, it does not increase HP on the spot.

As for the items, they're pointless, except for aesthetic value. They're for decking your characters out. The slots can be filled later with magical gloves and the like, but the mundane ones do nothing.

When you craft a wondrous item, the item is created out of nothing (from your inventory anyway), so you don't use these mundane items to make anything either.
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Warmskin
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Post by Warmskin »

Thanks to you both for all the info. Does healing also help with a diseased character? Or do I either have to donate at the church, or wait until my Cleric makes level 3 for the 'remove disease' spell? It's very expensive at the church for someone who's just starting out, and I won't be level 3 for some time... BTW, exactly how long do you have to rest until your magic users can use their memorized spells again. Sorry, but even though the manual is very good, the index is *not*.
Appreciate the help.
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Post by Lord Plothos »

To the best of my knowledge, healing does not help with disease, though it might (see below). Fortunately, diseases go away on their own after a while, so you can rest them away. The way they work is they force saving throws every 24 hours or something. If you make two of these saves in a row, the disease has been fought off. So keep resting until you make 2 in a row. You can speed the process along by resting for 24 hours, if you like.

According to 3.5 rules, you can have someone use heal to help with disease. The way that works is when you make the previously mentioned daily saving throws you can use your save or their heal check, whichever is higher, against the DC of the disease. I don't know if this is implemented in ToEE, but I don't believe it is.

Regarding resting to get back spells, Temple again differs from 3.5. In 3.5, you get them once daily (and if you've used them within 8 hours of the normal time you regain them, those slots are lost). In ToEE, you just rest a full 8 hours without getting a random encounter and you've got all your spells.
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Warmskin
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Post by Warmskin »

OK, great - Thanks a lot.
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