Doctor Archive
Thread: Requirement in ease of use to use Resurection pack?
You must have master wound treatment (for the /reviveplayer skill) and other than that they default to around 51 -- and a novice doctor has 55 -- sooooo that's really it. ![]()
Microbella wrote:
I'm jumping on this thread to ask another question, do anyone noticed that crafting resurection packs don't give crafting xp ? Everything else at that level give xp, why not this one ?
Probably because by time you can craft this Crafting 4, you no longer need the crafting exp.
Serra_Amoretta wrote:
You must have master wound treatment (for the /reviveplayer skill) and other than that they default to around 51 -- and a novice doctor has 55 -- sooooo that's really it.
What I noticed is that when you make this with harvested meat/hide/bone and mineral(for more charge), and not the usual chemical which I make my all other stimps, beside having lot more charges (16.17 charges instead of 5-9) the medicalneed is also much lower, around 44 without experiment.
Ofcourse as you put ityou NEED to benovice doctor at least, and since your medical skill would be atleast 55, so medicine use may as well as be 5 for all the difference it makes, but I though this was interesting anyway.
Unless you've maxed out your crafting xp - you should still be getting the xp. I did notice quite a while ago that the amount of xp gained from making revive packs was negligable. Pretty silly for an item you need Master Chemist to make.
As far a not needing crafting xp anymore - I finished master doctor and then proceeded to master combat medic. Same xp types are needed.