Healing is a necessity for any combat-oriented player: it allows a player to heal themselves (or others) using Bandages to recover Health, to Cure poison, and to Resurrect the dead.
The Healing and Anatomy skills work together to determine how much Health can be restored.
It is possible for a player to Cure themselves and others, and Resurrect fallen party members. However, the player must have an appropriate level of both Healing and Anatomy in order to do so.
Healing skill of 60 or greater combined with GM Inscription provides up to a 40% bonus to spell healing in PvM.
The gifted healer must also have dexterous hands. A players Dexterity will directly influence the speed at which they can bandage wounds and cure a targets ailment. Note that a player will be able to bandage another player more swiftly than they are able to bandage themselves.
Each finger slip results in 4 less damage healed and -2% chance of heal or cure success.
Dexterity | Self Heal | Target Heal |
---|---|---|
25 - 40 | 15 sec | 5 sec |
40-100 | 13 sec | 4 sec |
100 | 10 sec | 3 sec |
120 | 9.4 sec | 3 sec |
The minimum possible Health healed is calculated using the following formula:
Minimum HP Healed = (Anatomy / 6) + (Healing / 6) + 3
The maximum possible Health healed is calculated using the following formula:
Maximum HP Healed = (Anatomy / 6) + (Healing / 3) + 10
Using a bandage on a poisoned target will attempt to cure them as and NOT provide any further healing.
When curing with potions, bandages or spells if the first try fails each subsequent try (up to 3 total) will see the chance raise by its base value. Each type of curing is separate, a fail on a spell cure will not add to the chances of curing next using a potion or bandage.
Bandages can be bought from Healers.
Bandanges can also be crafted.
The most time/cost efficient method is