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.
| Situation | Current behavior |
|---|---|
| Start a self bandage | A ready swing remains ready; the weapon timer is not reset |
| Bandage another player | The same swing rule applies; the healer must be within 2 tiles when it completes |
| Complete a bandage | Completion does not reset or delay the swing |
| Repeat Bandage Self while treatment is active | The same treatment continues; it is not restarted and does not consume another bandage |
| Melee during a bandage | Allowed when ordinary target, range, state and weapon checks pass |
| Ranged during a bandage | Allowed when range, line of fire, movement and ammunition checks pass |
| Deal damage while bandaging | The outgoing attack does not make the attacker slip |
Bandage slip thresholds
Qualifying incoming damage weakens the final result without automatically cancelling treatment.
| Incoming source | No slip at | First slip at |
|---|---|---|
| Player | 18 damage or less | 19 damage |
| Non-player | 25 damage or less | 26 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.
| Action | Effect on the caster’s active bandage |
|---|---|
| Magery Heal reaches OnCast | Cancels the bandage |
| Magery Greater Heal reaches OnCast | Cancels the bandage |
| Other Magery spell | Bandage continues |
| Arcanism spell | Bandage continues |
| Cast fails before its effect | Does not independently cancel the bandage |
| Caster takes qualifying damage | The same hit can disturb the spell and add a bandage slip |
Swing preservation quick table
| Action | Ready swing preserved? | Timer restarted? |
|---|---|---|
| Start Bandage | Yes | No |
| Complete Bandage | Yes | No |
| Magery with weapon | No | At valid cast end |
| Arcanism clears the weapon | No weapon remains equipped | Normal delay when a weapon is equipped again |
| Weapon switch | No | Yes |
| Remove / re-equip weapon | No | Yes |