IRONVEILULTIMA ONLINEA DIFFERENT PATH
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HEALING TIMING

Bandages & Combat Timing

A bandage runs beside the normal weapon timer. Incoming damage can weaken it, while only specific Magery heals cancel it.

Last verified against server Pre-Alpha 0.1 + Base Stat 150 ·

Bandages and weapon attacks

Starting or completing a bandage does not write a new weapon combat time.

SituationCurrent behavior
Start a self bandageA ready swing remains ready; the weapon timer is not reset
Bandage another playerThe same swing rule applies; the healer must be within 2 tiles when it completes
Complete a bandageCompletion does not reset or delay the swing
Repeat Bandage Self while treatment is activeThe same treatment continues; it is not restarted and does not consume another bandage
Melee during a bandageAllowed when ordinary target, range, state and weapon checks pass
Ranged during a bandageAllowed when range, line of fire, movement and ammunition checks pass
Deal damage while bandagingThe outgoing attack does not make the attacker slip

Bandage slip thresholds

Qualifying incoming damage weakens the final result without automatically cancelling treatment.

Incoming sourceNo slip atFirst slip at
Player18 damage or less19 damage
Non-player25 damage or less26 damage

Each slip reduces the final healing scalar by 2% and subtracts 2 percentage points from a bandage cure or resurrection chance. Multiple slips accumulate; the scalar cannot fall below zero.

Bandages and spells

Heal and Greater Heal are deliberate exceptions. Other spell casts do not receive a general cancellation rule.

ActionEffect on the caster’s active bandage
Magery Heal reaches OnCastCancels the bandage
Magery Greater Heal reaches OnCastCancels the bandage
Other Magery spellBandage continues
Arcanism spellBandage continues
Cast fails before its effectDoes not independently cancel the bandage
Caster takes qualifying damageThe same hit can disturb the spell and add a bandage slip

Swing preservation quick table

ActionReady swing preserved?Timer restarted?
Start BandageYesNo
Complete BandageYesNo
Magery with weaponNoAt valid cast end
Arcanism clears the weaponNo weapon remains equippedNormal delay when a weapon is equipped again
Weapon switchNoYes
Remove / re-equip weaponNoYes