Health Management



Perhaps Horizon's biggest change is health - how much of it the player has, how much the player can gain, how the player gains health, how much health enemies have. With this in mind, it might be wise to invest in your medical skill early on to better manage this.

Horizon has a very balanced and finely-tuned health system, that completely changes how health is managed in Fallout 4.

The overabundance of cheap and easy-to-get healing in the Fallout games really trivializes any sense of a true survival feel, and it needed to change. The only way to heal in Horizon, is through actual Medical Treatment. Eating food or sleeping to heal off all your injuries or limb damage is gone.

NOTE: All healing is now fixed values, instead of percentages. This is why Horizon's healing system works so well.

Even though regaining health is more challenging, your max health pool will be higher than normal. Some players might jump to the conclusion that this larger health pool seems to make the beginning of the game easier than vanilla, but you have to realize because of the fixed value healing, it does NOT help you with healing over time.

A larger health pool allows the player to have a wider buffer for dealing with injuries and taking big hits. The idea is that enemies will wear you down, but usually can't just 1-shot you at full health. This also helps counter the unrealistic "ping-ponging" of constant damage and healing.

Health Regeneration

 * All food no longer regenerates health
 * All water no longer regenerates health
 * Sleeping no longer regenerates health
 * Leveling up no longer regenerates health (This begins working only after you gain your first level)
 * Any health regeneration from perks and magazines is removed or converted into increased health pool

Health Pool

 * The player's max health pool no longer automatically increases with each level
 * Base starting health is 190 (up from 80)
 * Endurance gives +20 health per point (up from +5)
 * Perks and magazines give larger health pool increases

Healing

 * You can only heal limbs from Trauma Kits and Doctors
 * Combat Stimpaks are rare (and expensive) and the only source of healing while you're in combat
 * Item such as Bandages and First Aid Kits, can only be used outside of combat to heal yourself
 * All healing is fixed values, instead of percentages
 * Hunger reduces the amount of healing received when using medical supplies
 * Being "Rested" gives you a bonus to the amount of healing received when using medical supplies

TIP: You can still force the system to heal yourself "instantly". Health as well as Radiation can be cured "instantly" by travelling using the Caravan Travel Hub.

Items / Pricing

 * Antibiotics renamed to Advanced Cure-X
 * Combat Stimpaks/RadAway/Advanced Cure-X are all increased greatly in cap prices
 * Doctors charge significantly more for all recovery services
 * Doctors have a brand new menu-driven system that charges you caps for exactly what you need cured
 * Many foods and chems have adjusted buffs and debuffs

NOTE: - Make sure any healing effects have finished BEFORE sleeping. - Sleeping will remove all healing conditions. - It's recommended to actually heal after sleeping, to take advantage of the Rested buff anyway.

Wound Healing
can be achieved [and is limited] by the following:
 * On-Combat: Stimpaks (Combat Stimpak, Ultra Combat Stimpak)
 * Off-Combat: Bandages, Medicated Bandages, First Aid Kits
 * Paying caps to a Doctor for treatments

Fracture/Limb Healing
can be achieved [and is limited] by the following:
 * Trauma Kits, Glowing Blood Pack

NOTE: Some healing items may cure both wounds and limb but on less % on one hand.



Illnesses / Conditions
Many new items are created (or changed) to cure specific illnesses or conditions.


 * Antibiotics (Basic/Herbal): Cures Infection
 * Glowing Blood Pack: Restores 100% limb DMG over 15 min, +40 RAD Resist, +40 Energy Resist, +5 Cryo Resist for 15 min
 * Poison Antidote (Herbal): Cures Poison, Poison Immunity +1
 * Herbal Remedy: +Resist to ALL Illnesses for 1 hour

Beverages

 * Nuka-Cola Quantum: Cures Lethargy
 * Jet Coffee: Caffeinates, Cures Lethargy, +20 AP for 20 minutes
 * Atomic Scotch: Cures Parasites, +5 Poison/Fire/Cryo Resists
 * Loaded B1 Shot: Cures Weakness, Lethargy, Restores 1 AP/s for 2 min, Caffeinates
 * Skeeto Tonic: Cures Parasites, +5 Poison Resist and +20 AP for 30 minutes
 * V7 Juice: Cures Lethargy, Exceptional Hydration
 * Melon Juice: Exceptional Hydration, Grants resistance to all Illnesses, +10 Damage, Energy, Rad Resists for 15 min
 * Cosmic Carrot Juice: Hydrates, Grants Night Vision in exteriors, +1 PER, +10 Damage, Energy, RAD Resists for 15 min

Chems

 * Advanced Cure-X: Cures everything, default Antibiotics
 * Buffout: Cures Weakness, +3 STR, +30 APmax for 10 min
 * Calmex: Cures Insomnia
 * Fixer: Lowers Addiction
 * Psychotats: Cures Parasites, +10% DMG Bonus, +20 DMG Resist for 5 min
 * Rebound: Cures Overfatigue, APMax +10 for 10m, APReg +5 for 10m
 * Rocket: Cures Tiredness, APReg +10 for 1m, RAD +30

Medical Crafting Additions

 * A new component that is used for crafting medical supplies, called "Pharmaceuticals"
 * Pharmaceuticals are used to craft Antibiotics, Trauma Kits, Stimpaks, and other items
 * Certain drugs (psycho, jet, mentats, med-x, daytripper) can be broken down into Pharmaceuticals
 * Chemists can create Pharmaceuticals from raw materials
 * Jet, Mentats, and Psycho now require XXXX to craft
 * Some liquor can be turned into Antiseptic, and requires certain ranks of "Recipe: Survival Skills"
 * Generic beer can be distilled into Antiseptic and requires Party Boy/Girl rank 1
 * RadAway and Stimpaks require additional materials to craft now
 * Adrenaline Injectors are required to craft some medicial supplies
 * Adrenaline Injectors can crafted with the proper ranks of "Recipe: Medical Knowledge"
 * Refreshing Beverage can be craft with