Horizon Wiki
Advertisement
Horizon Wiki
Health1
Main article: Horizon Wiki

The overabundance of cheap and easy-to-get healing in the Fallout games really trivializes any sense of a true survival feel. The only way to heal in Horizon, is through actual medical treatment. Eating food, drinking water, sleeping or leveling up to heal off injuries or limb damage is gone. Healing is now fixed values, instead of percentages and the health pool has been altered to match the new system. A larger health pool allows to have a wider buffer for dealing with injuries and taking big hits. Enemies in default difficulty, wear the player down, but usually can't just 1-shot at full health anymore. This also helps counter the unrealistic "ping-ponging" of constant damage and healing.

General[]

All healing is now fixed values, instead of percentages. Vanilla Stimpaks are gone and replaced by Adrenaline Injectors. To instantly heal in combat the player needs Combat Stimpaks, rare and very expensive items. Limb Damage can only be healed by doctors and Trauma Kits or Glowing Blood Packs. To some extend by First Aid Kits and, even by a very small amount, Combat Stimpaks (to allow to move).

All things are poison, and nothing is without poison; but the dose makes it clear that a thing is not a poison.

Paracelsus

Health Pool[]

The player's max health pool no longer automatically increases with each level.

In total, the player can reach about 540 HP[citation needed] (190+200+120+30). This is especially useful for higher difficulties like Outcast, where enemies do very high damage.

Health Regeneration[]

Regaining health doesn't work as in Vanilla FO4 anymore. food, water, beds and leveling up no longer regenerates health. Any health regeneration from perks and magazines is removed or converted into increased health pool.

Healing[]

Any health and limb damage can be healed either by using certain healing items or by requesting doctor treatment but not via time, sleeping, waiting, etc. All items can be crafted in the Chemistry Station while some can be crafted using the Cooking Station (Bandages, Trauma Kits) and in the field using the Field Kit.

Healing items such as Bandages and First Aid Kits can only be used outside of combat and require time to regenerate health.

Various healing supplies can heal more HP from medical skill above 40 points which equal 2 ranks in the medic perk. A medical skill of 40 to 180 improves healing for Bandages, Medicated Bandages, First Aid Kits, Stimpaks, and RadAway. Every 20 skill gains 10% +healing (80% max at 180 pts).

Survival mechanics such as Hunger or parasites (M med) reduces the amount of healing received when using medical supplies. Being "Well Rested" in turn gives a bonus to the amount of healing received when using medical supplies.

Stimpaks[]

Vanilla "Stimpaks" were changed and replaced by "Adrenaline Injectors". Adrenaline Injectors don't heal but revive companions instead.

Antibiotics[]

"Antibiotics" have been renamed to "Advanced Cure-X" which can cure any Disease/Illness.

Pricing[]

Combat Stimpaks, RadAway and Advanced Cure-X are all increased greatly in cap prices. doctors charge significantly more for all recovery services and have a brand new menu-driven system that charges caps for any cure needed.

Health Management[]

Proper healing, protecting, or empowering requires either chemistry, medical, and/or survival skill. The majority of the items listed can be crafted at either the chemistry (M n flask) or the cooking station (M bottle), a very small amount of medical items can even be crafted in the Field Kit (M la ringpristine). A large number of medicines require antiseptics, pharmaceuticals, purified water, and other specific ingredients.

This table lists all chems, drugs and/or healing items in FO4 Horizon.
Craftable in... Craftable in... Craftable in... Item Addictive consumable. Can be used in combat. Cures... Grants resistance. Effects Time Rate Pts Recipe Skill
Addictol Can be used in combat. Cures addiction.
Can be crafted in the Chemistry Station Adrenaline Injector Can be used in combat. 🦴 Decreased resistance.
Can be crafted in the Chemistry Station Advanced Cure-X Can be used in combat. Cures disease(s).
  • Cures every disease.
  • Default Antibiotics.
Can be crafted in the Chemistry Station Antibiotics (Basic) Can be used in combat. Cures disease(s).
Can be crafted in the Chemistry Station Antibiotics (Herbal) Can be used in combat. Cures disease(s).
Can be crafted in the Cooking Station. Atomic Scotch Addictive consumable. Can be used in combat. Cures disease(s). Grants resistance. varies
Can be crafted in the Cooking Station. Can be crafted in the Chemistry Station Can be crafted in the Field Kit. Bandage Cures wounds. Decreased resistance.
  • +70 HP, wound healing
  • -20% DMG Res
  • APReg -40%
70s 1/s 70
Can be crafted in the Chemistry Station Berry Mentats Addictive consumable. Can be used in combat. 8m
Can be crafted in the Chemistry Station Buffjet Addictive consumable. Can be used in combat. 12s
  • Buffout 1
  • Jet 1
Buffout Addictive consumable. Can be used in combat. Cures disease(s). 10m
Can be crafted in the Chemistry Station Bufftats Addictive consumable. Can be used in combat. 10m
  • Buffout 1
  • Mentats 1
Calmex Addictive consumable. Can be used in combat. Cures disease(s). 5m
Calmex Silk Addictive consumable. Can be used in combat. ? ? ? ?
Can be crafted in the Chemistry Station Combat Stimpak Can be used in combat. Cures wounds.
🦴
Decreased resistance.
  • +100 HP, wound healing
  • Heals 5% leg limb damage
  • -150 RAD Res
  • 50s cooldown
50s 2/s 100
Daddy-O Addictive consumable. Can be used in combat. 10m
Day Tripper Addictive consumable. Can be used in combat. 15m
Can be crafted in the Chemistry Station First Aid Kit 🦴
  • +210 HP, wound healing
  • 20% limb healing
  • APReg -20%
70s 3/s 210
Fixer Can be used in combat. Cures addiction.
  • -2 Agility
  • -20 health
  • lowers addiction levels (~70%)
  • cures dark craving addiction.
5m
Can be crafted in the Chemistry Station Fury Addictive consumable. Can be used in combat. 2m
Can be crafted in the Chemistry Station Glowing Blood Pack Can be used in combat. 🦴 Grants resistance.
  • 100% limb healing
  • +40 RAD Resist
  • +40 Energy Resist
  • +5 Cryo Resist
15m
Can be crafted in the Chemistry Station Grape Mentats Addictive consumable. Can be used in combat. 8m
Can be crafted in the Chemistry Station Herbal Anodyne Can be used in combat. Grants resistance. 1h
Can be crafted in the Chemistry Station Herbal Antimicrobial Can be used in combat. Grants resistance. 1h
Can be crafted in the Chemistry Station Herbal Remedy Can be used in combat. Grants resistance. 1h
Can be crafted in the Chemistry Station Herbal Stimulant Can be used in combat. Grants resistance. 1h
Hydra Can be used in combat. 🦴
  • 50% limb healing
  • APReg -30%
  • Can't sprint for 30s
  • Alcohol Addiction 10%
  • -24 HP
200s
Can be crafted in the Chemistry Station Jet Addictive consumable. Can be used in combat. 10s
Can be crafted in the Cooking Station. Jet Coffee Can be used in combat. Cures disease(s).
  • Cures lethargy.
  • No hydration.
  • Caffeinates
  • +20 AP
20m
Can be crafted in the Chemistry Station Jet Fuel Addictive consumable. Can be used in combat. 60s
Can be crafted in the Chemistry Station Loaded B1 Shot Can be used in combat. Cures disease(s). 2m
Med-X Addictive consumable. Can be used in combat. Grants resistance. 10m
Can be crafted in the Chemistry Station Can be crafted in the Field Kit. Medicated Bandage Cures wounds. Decreased resistance.
  • +140 HP, wound healing
  • -20% DMG Res
  • APReg -20%
70s 2/s 140
Can be crafted in the Cooking Station. Melon Juice Can be used in combat. Grants resistance.
  • Resistance to all illnesses.
  • Hydrates 84 thirst pts.
  • +10 Damage, Energy, and Rad Resists
  • +1 Bottlecap after use.
15m
Can be crafted in the Chemistry Station Mentats Addictive consumable. Can be used in combat. 5m
Nuka-Cola Quantum Can be used in combat. Cures disease(s).
Can be crafted in the Chemistry Station Orange Mentats Addictive consumable. Can be used in combat. 8m
Can be crafted in the Chemistry Station Overdrive Addictive consumable. Can be used in combat. 8m
Can be crafted in the Chemistry Station Poison Antidote Can be used in combat. Cures poison. 1m
Can be crafted in the Chemistry Station Poison Antidote (Survival) Can be used in combat. Cures poison. 1m
Can be crafted in the Chemistry Station Psycho Addictive consumable. Can be used in combat. Grants resistance.
  • DMG Bonus +10%
  • DMG Resist +10
  • +Addiction chance
5m
Can be crafted in the Chemistry Station Psycho Jet Addictive consumable. Can be used in combat. Grants resistance.
  • Slows Time
  • APMax +35
  • DMG Bonus +25%
  • DMG Resist +35
  • +Addiction chance
10s
  • Jet 1
  • Psycho 1
Can be crafted in the Chemistry Station Psychobuff Addictive consumable. Can be used in combat. 8m
  • Buffout 1
  • Psycho 1
Psychotats Addictive consumable. Can be used in combat. Cures disease(s). Grants resistance. 5m
Can be crafted in the Chemistry Station Rad-Chew Can be used in combat. Removes radiation. Decreased resistance. 100s -0.5/s -50
Can be crafted in the Chemistry Station Rad-Off Can be used in combat. Removes radiation. Decreased resistance. 50s -2/s -100
Rad-X Can be used in combat. Removes radiation. Grants resistance.
  • Rad Resist 100
10m
Can be crafted in the Chemistry Station RadAway Can be used in combat. Removes radiation. Decreased resistance. 50s -3/s -150
Can be crafted in the Chemistry Station Rebound Addictive consumable. Can be used in combat. Cures disease(s). 10m
Can be crafted in the Cooking Station. Refreshing Beverage Can be used in combat. Removes radiation.
Cures addiction.
1s -300/s -300
Can be crafted in the Chemistry Station Rocket Addictive consumable. Can be used in combat. Cures disease(s). 1m
Can be crafted in the Cooking Station. Skeeto Tonic Can be used in combat. Cures disease(s). Grants resistance. 30m
Smooth Operator Addictive consumable. Can be used in combat.
Can be crafted in the Cooking Station. Can be crafted in the Chemistry Station Can be crafted in the Field Kit. Trauma Kit Can be used in combat. 🦴
  • 100% limb healing
  • +20 HP
  • APReg -30%
  • Can't sprint for 30s
200s 0.1/s 20
Can be crafted in the Chemistry Station Ultra Combat Stimpak Can be used in combat. Cures wounds.
🦴
  • +250 HP, wound healing
  • Heals 5% leg limb damage
  • -150 RAD Res
  • 50s cooldown
50s 5/s 250
Can be crafted in the Chemistry Station Ultra Jet Addictive consumable. Can be used in combat. 5s
Can be crafted in the Chemistry Station Ultra RadAway Can be used in combat. Removes radiation. 50s -7/s -350
Can be crafted in the Cooking Station. V7 Juice Can be used in combat. Cures disease(s).
X-111 Compound Can be used in combat. Removes radiation. 2s -125/s -250
X-Cell Addictive consumable. Can be used in combat. 10m

Doctors[]

Doctors
Menu-doctor

Doctor Service Menu

Doctors services have been overhauled to be easy yet flexible to use, with the addition of an unique medical treatment menu when requesting help from a doctor. Additionally, there is a Medical Service building object (Architect > Utilities) that looks like a wheelchair and allows to use any doctor services effortless and instantly.

Medical Treatment[]

MedicalService

"Medical Service" Building

Doctors charge caps based on exactly what's cured and how much was cured. Curing everything at once will cure rads first, so that all health is fully healed. Curing everything at once can potentially be more cost effective and easier/faster to deal with. There's a minimum cost of 30 caps per selection (which is why it's recommended to "Cure Everything" if possible).

  • Addiction cost is based on the amount of total addiction, not the number of individual addictions and can go all the way up to "1000 + Level Multiplier" in caps.
  • Wound healing can be performed separately since rad healing covers it's own part of the health bar by itself.
  • Radiation healing also heals the amount of health it cured, but charges caps for that healing.
  • Rad Poisoning has its own button and cost listed on the menu.

Pricing[]

There's a minimum cost of 30 caps per selection.

Health 1 cap per health healed
Rads 0.5 caps per rad healed
Limbs 0.5 caps per total percentage needed to be healed
Disease 20 caps per disease
Poison 20 caps per poison

Pricing in Desolation Mode[]

  • Doctors have a much stricter price increase per level
  • Doctors have a very limited amount of healing per week compared to default mode
  • The number of supplies is very low

Pricing in Default Horizon[]

  • Costs for curing is 50% less in non-Desolation mode
  • The number of supplies is very high

Doctors and Settlements[]

Vendors[]

Doctors have limited supplies which are restocked every 10 days (6 days in the Timescale Addon) and limit how much of a doctor's services one can use. The number of supplies for default Horizon is very high as opposed to Desolation Mode. All prices for healing increases through level up (levels 5-45). All supplies are shared between all doctors, this keeps the system simple and reliable, without micro-managing different doctors.

Doctors will usually only buy meds, food, chems, and tools/junk. Not having any doctors decreases Wellness by 30% while having a doctor and/or purifier will attract a few extra Tenants.

Medical Service[]

In order to build a Medical Center or Medical Station, both can be found in the Vendor Stall section, one requires a Vendor Contract to finally "unlock" a doctor. A Medical Service (Wheelchair) can link instantly to a doctor if at least one doctor has been assigned locally.

Essential Settlers[]

This new system adds an immersive way to make settlers essential, not killable, neither by the player nor non-player characters (NPC). This option is Off by default. It can be turned On in the "Local Settlement Statistics" menu, either by using the Command Table or Recruitment Station menu.

The option can only be toggled per settlement, locally, it doesn't count globally. At least 1 Doctor (Vendor Stall: Medical Center or Medical Station) in that settlement is required. If the doctor is withdrawn, the option expires and the settlers become killable again.[citation needed]

Technical Issues[]

  • No more health regeneration through leveling up, begins working only after the first character level.
  • The player can still heal faster by consuming healing items etc. before Traveling. Since traveling is calculated in in-game time, the Health/Rad bar is immediately refilled.
  • All crafting actions in the cooking station give +0.01 Survival Skill (no distinction is made here)
  • All crafting actions in the chemistry station give +0.10 Chemistry Skill (no distinction is made here)
  • Psychotats uses the slot machine texture[1]. fixed it in 1.9.

See Also[]

References[]

Advertisement