Healing
Healing
Healing is the bandage skill — the universal hit-point recovery option that requires neither mana nor reagents, only cloth and time. With Anatomy paired, the skill cures poison, removes bleeds, and resurrects fallen players in the field. Healing is in nearly every PvM and PvP template at some level; the question is only how high.
How a bandage application works
A bandage cycle has three phases: start, ticking timer, finish. The timer length depends on the healer's Dexterity:
heal_time_self = 8 seconds − max(0, (Dexterity − 80) / 20)
| Dexterity | Self-heal time |
|---|---|
| 80 or below | 8 seconds |
| 100 | 7 seconds |
| 120 | 6 seconds |
| 140 | 5 seconds |
| 160 | 4 seconds (floor) |
Healing another player is roughly half the self-heal time. Slip damage — interruption damage taken during the ticking phase — also scales off Dexterity. A high-Dex healer cycles bandages faster and takes less per-tick disruption from incoming hits.
Amount healed
The roll is uniform between min and max:
min_healed = (Anatomy + Healing) / 6 + 3
max_healed = Anatomy / 6 + Healing / 3 + 10
| Healing / Anatomy | Heal range per bandage |
|---|---|
| 0 / 0 | 3 – 10 |
| 50 / 50 | 19 – 35 |
| 80 / 80 | 29 – 50 |
| 100 / 100 | 36 – 60 |
| 120 / 120 | 43 – 70 |
| 100 / 0 (no Anatomy) | 19 – 43 |
| 0 / 100 (Healing untrained) | 19 – 26 |
The takeaway: Anatomy contributes more to the minimum, Healing more to the maximum. Both at GM is the sweet spot. Both at Legendary (120) heals an average of 56.5 per bandage on a 6-second cycle = roughly 9.4 HPS sustained on self.
Threshold abilities
| Threshold | Ability |
|---|---|
| 60 Healing + 60 Anatomy | Bandages cure poison on the target. |
| 80 Healing + 80 Anatomy | Bandages resurrect a dead player anywhere in range. The target does not need to accept the gump for the healer to gain skill — a long-standing training trick. |
| 80 Healing + 80 Anatomy (Pub 71) | Self-heals get a half-duration cure attempt for poison and bleed effects, with a chance based on skill and poison strength. |
The Publish 71 self-cure mechanic checks at the half-duration mark of the bandage. If the cure fires, the bandage's final heal amount is reduced proportionally to the cured poison level (so curing Lethal mid-bandage costs more healed HP than curing Lesser):
half_duration_cure_chance_pct = (Healing + Anatomy − 120) × 25 / (Poison Strength × 20)
| Poison level | Strength | Cure chance at GM/GM healing |
|---|---|---|
| Lesser | 1 | 100% |
| Regular | 2 | 50% |
| Greater | 3 | 33% |
| Deadly | 4 | 25% |
| Lethal | 5 | 20% |
Bleed is treated as Level 3 poison for this formula. If the half-duration cure fails, a second attempt rolls at the standard end-of-bandage time, this time at the standard cure rate.
Interruption
A bandage in progress can be damaged without canceling, but the heal amount is reduced. The thresholds:
| Damage source | Damage threshold for interruption | Effect |
|---|---|---|
| Monster | > 26 | Heal output reduced 35% per interruption |
| Player | > 19 | Heal output reduced 35% per interruption |
Multiple interruptions stack the penalty. A bandage that was interrupted three times by a monster heals at 27% of its rolled output. Higher Healing skill effectively raises the immunity floor against minor damage, and a high-Dex healer's faster cycle reduces the window an interrupting hit can land in.
Enhanced bandages
A standard bandage applied through a Fountain of Life charge becomes an Enhanced Bandage, which grants a temporary +10 effective Healing skill for the application. The Fountain spawns enhanced bandages over time and stores them per-house. Heavy-PvM healers maintain a Fountain in their house and pull enhanced stacks for boss runs.
Training
Two training axes: heal a player partner, or self-heal in cycles. Healing another player gains faster than self-healing.
| Skill range | Method |
|---|---|
| 0 – 40 | Train from Avicenna in New Haven — the Pressure Point new-player quest awards the blessed Healer's Touch leather gloves. |
| 40 – 60 | Heal a damaged player partner. Fastest method per minute. |
| 60 – 80 | Cure a normally poisoned player. Best done with a Poison Trap Box in a house: re-trigger the trap, get poisoned, partner cures repeatedly. Or use yourself as the test subject. |
| 80 – 120 | Resurrect a dead player. They do not need to accept the gump — gain still rolls on the cast. The target dies, the healer attempts res, both gain skill. |
Strategy notes
- Healing/Anatomy is the universal stack. Mages, dexers, tamers, and crafters all carry at least 80/80 for the in-field rez. The 80+/80+ poison and bleed self-cure has saved more characters than any single defensive item in the game.
- 120/120 is rare but meaningful. The 43–70 heal range hits 9.4 HPS sustained — outpaces all but the heaviest boss damage. Typically only Sampires, dexer-tanks, and dedicated PvM healers go to Legendary in both.
- Poison Trap Box is the canonical 60-80 grind. Any tinker can build the trap; reset the box repeatedly on a friend and bandage them through poison cycles.
- Healing at 6 seconds per bandage (160 Dex / Stam-stacked) is the fastest cycle available. The fastest dexer healers in PvP run 175+ Stam with Stam-bonus jewelry.
- Slip-damage scales with Dex. A low-Dex healer takes proportionally more damage per tick during a bandage cycle. This is the lurking reason mages with 25 Dex healing themselves on the move take catastrophic interruption losses.
- Resurrection is in-field practical. With 80/80 Healing/Anatomy, a healer brings dead party members back without traveling to a Healer NPC. This is what makes Champion Spawn parties durable — one healer can keep four warriors alive and bring them back when they fall.
See also
Anatomy, Bandage, Veterinary, Resurrection, Poison, Bleed, Cure, Enhanced Bandage, Fountain of Life, Healer's Touch, Avicenna, New Haven, Hit Points, Dexterity, Tactics, Champion Spawn, Sampire, Spirit Speak, Chivalry.