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Cure Simulator

There are three ways to get poison off yourself or an ally, and they do not use the same maths. Which one is best depends on the poison level, your skills, and how many attempts have already failed.

Set the situation and compare. For the formulas in prose, see Healing and Magery.

Bandage

Cure spell

Cure potion

Bandage
Cure spell
Cure potion
Bandages needed
Casts needed
Potions needed

The three "needed" figures are the average number of attempts to get cured, following the real rules — every failure makes the next attempt more likely.

The three methods

Bandage(Healing − 30) ÷ 50 − 10% per poison level − 3% per slip, plus 17 points per previous failure. It has a hard gate: below 60 Healing or 60 Anatomy it always fails, no matter what the arithmetic says. Slips come from taking a hit above the disruption threshold while bandaging, or from running during the last seconds of the bandage in PvP.

Cure spell100 + Magery × 0.75 − (level + 1) × 28, plus 17 per previous failure. It is the only method with a safety net: after three failures the next cast cannot fail, so it is the one that always eventually works. Arch Cure uses the same maths on an area.

Cure potion — a flat chance from the potion's own table, plus Alchemy ÷ 10 percentage points and 17 per previous failure:

Potion Lesser Regular Greater Deadly Lethal
Lesser Cure 75% 50% 25%
Cure 100% 75% 50% 25%
Greater Cure 100% 100% 100% 75% 50%

A dash is a hard zero: a potion with no entry for that poison can never cure it, no matter how much Alchemy or how many failures you have stacked up. Drinking a Lesser Cure against Deadly poison is wasted every time.

Things worth knowing

  • The failure counter resets when you are cured and when fresh poison is applied — so the +17% help does not carry across two separate poisonings.
  • Alchemy helps potions even if you did not brew them. It is your own Alchemy at drinking time, worth up to +12 points at 120.
  • A GM mage is better at curing than a GM healer, and much better against Deadly and Lethal — the spell's guarantee ends the fight, the bandage's does not.
  • Slips are the bandage's weak point. Ten slips is a flat −30%, which is three poison levels' worth, and taking hits while bandaging is exactly the situation you are in when it matters.

Caveats

This models the cure roll only — not bandage or cast time, mana, reagents, the healing a bandage also does, or whether you survive long enough to finish. Poison also keeps ticking while you fail.

  • Healing — the bandage route in prose
  • Magery — the Cure spell, and applying poison with magic
  • Poisoning — the skill that puts it on in the first place
  • Alchemy — brewing the potions