Healing
Healing lets you restore hit points, cure poison and even resurrect other players using bandages. It is checked together with Anatomy: both skills matter for how much you heal and whether cures and resurrections succeed. Bandages are cheap, sold by healers and tailors, and can also be cut from cloth.
To heal, double-click a bandage and target yourself or another player standing within 1 tile. To heal pets and other creatures, the Veterinary and Animal Lore skills are checked instead — see those pages.
Bandage Timing
How long a bandage takes depends on who you are healing and on your Dexterity:
| Target | Time |
|---|---|
| Yourself | 8.0 + 0.85 × ((130 − Dex) / 20) seconds |
| Someone else, 100+ Dex | 3 seconds |
| Someone else, 40–99 Dex | 4 seconds |
| Someone else, under 40 Dex | 5 seconds |
| Resurrection | +5 seconds on top |
Self-bandage examples: about 13.1s at 10 Dex, 10.1s at 80 Dex, 9.2s at 100 Dex, and the best possible 8.0s at 130 Dex (100 base Dex plus potion/buff bonuses).
You must stay in range of your target until the bandage finishes. If you take a solid hit while bandaging, your fingers slip — each slip reduces your success chance and the amount healed. Against monsters, only real blows count: a creature must deal about 10 damage (after armor) in one hit to slip you, so weak chip attacks won't ruin a bandage. In PvP, every landed player hit slips — sustained pressure is part of the duel.
Healing Damage
- Success chance:
(Healing + 10)%— from 100.0 Healing onward you essentially never fail a plain heal (slips can still reduce it: −2% per slip). - Amount healed: between
Anatomy/5 + Healing/5 + 3andAnatomy/5 + Healing/2 + 10hit points. At GM Healing and GM Anatomy that is 43–80 HP per bandage. Each slip removes 10% of the amount healed, up to a maximum of −70%. - Bandaging a bleeding target stops the bleeding instead of healing.
Curing Poison
Curing requires at least 60.0 Healing and 60.0 Anatomy. The chance is:
(Healing − 30) / 50 − 10% per poison level − 3% per slip, +17% for every previous failed
cure attempt on that target — so repeated attempts on a badly poisoned patient get steadily
more likely to succeed.
Below 60 in either skill the attempt always fails, so bandage curing is all-or-nothing: train both to 60 before relying on it. The Cure spell is the other route, on its own formula — and unlike bandages it is guaranteed to work on the fourth attempt.
Cure Simulator
Compare all three cure routes — bandages, the Cure spell and cure potions — at any poison level, skill, slip count and number of failed attempts. It also shows how many attempts each one needs on average.
Resurrection
Resurrecting a dead player requires at least 80.0 Healing and 80.0 Anatomy. The chance is
(Healing − 68) / 50 — 24% at 80 skill, 64% at GM. The 5-second penalty applies on top
of the normal bandage time, and the target chooses in a window whether to accept.
Resurrection does not work in Khaldun.
Healing in PvP
Fights against other players add three rules on top of the basics above — all three only apply in PvP:
- Deep Wound. The heaviest weapon hits — blows near the very top of a big weapon's damage range — tear a deep wound: all healing you receive (bandages, spells, potions) is reduced by 25% per stack, up to 2 stacks (−50%), for 10 seconds. Only heavy weapons can tear one — two-handers proc it most often (a spear roughly every eighth landed hit), heavy one-handed blades rarely, and fast light weapons never. A splash of blood marks the moment, and you'll see a debuff icon while the wound is open; the stacks fade on their own.
- Healing Fatigue. After roughly 2 minutes of continuous PvP combat, chaining self-bandages back to back (starting one within 30 seconds of the previous) forces a ~3 second pause before the next self-bandage can begin, shown as a debuff icon. Bandaging other players is never fatigued — only healing yourself.
- Keep still on the finish. Running during the final ~2 seconds of a bandage makes your fingers slip once per tile you run. Walking is safe — sprint out of danger early, then settle down to let the bandage land clean.
See PvP for the full player-combat picture.
Skill Cap and Training
Healing caps at 100.0 — there is no Healing skill scroll, so it cannot be raised to 120. Train Anatomy alongside; it is a pure gain-by-use pair:
- 0–60: bandage yourself after fighting weak creatures, or heal a sparring partner.
- 60–80: cure poisoned targets (lesser poison from weak snakes/scorpions is ideal).
- 80–100: resurrect dead players, and keep healing real combat damage — dungeon trips with a group give constant gains.
Related
- Veterinary — the same bandages used on pets and creatures
- Anatomy — support skill for every healing check
- Skill Masteries — combat specializations that pair well with a healer-warrior