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Healing

Healing · Skill guide

Uses bandages; Anatomy helps them, while Greater Heal uses Magery instead.

MAX SKILL100
SKILL GROUPHealing
PVPSee rules
PVMYes
TRAININGSee route

How do I train this skill?

Recommended activities for Healing at each skill range.

View the training table

How It Works

Restore health with bandages. For human-style targets, Healing works with Anatomy. For eligible animal pets, bandages use Veterinary and Animal Lore instead.

Skill summary, training and related paths
Power Scroll and cap information

Maximum skill: 100. This skill has no active Power Scroll. It cannot train beyond 100 under the current rules.

Understanding effective skill

Which value counts? A clean player bandage now grows steadily with Healing and Anatomy in both PvM and PvP. PvM amount uses base Healing and effective Anatomy; PvP amount uses both trained base skills. Both amount contributions stop at 100. Bandage timing and the PvP Dexterity adjustment use current Dex, including active bonuses and penalties.

PvP

At Healing 100, Anatomy 100 and Dexterity 100, a clean bandage restores 30–35 HP in four seconds. Lower Dexterity reduces the amount and increases time, reaching 8.5 seconds at very low Dexterity. There is no generic Mage-class healing penalty.

PvM

Ordinary non-animal bandages use their own amount and timing rules, shown below. Pet bandages use Veterinary and Animal Lore; Greater Heal is a separate Magery spell.

Requirements

Use a bandage on a valid target. Slips, anti-healing, range and missing health affect results. Healing and Anatomy stop at 100 under the current skill policy.

How to use it, step by step

If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.

  1. Put bandages in your backpack. Double-click a bandage, then select yourself or a nearby injured target.
  2. Wait for the treatment to finish. Starting another bandage too early can replace the treatment already running.
  3. Stay in range. Taking hits can cause slips, which reduce the result. Poison or death changes the treatment into a cure or resurrection attempt.

What changes as your skill rises

Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.

What the skill affects: A clean player bandage now grows steadily with Healing and Anatomy in both PvM and PvP. PvM amount uses base Healing and effective Anatomy; PvP amount uses both trained base skills. Both amount contributions stop at 100. Bandage timing and the PvP Dexterity adjustment use current Dex, including active bonuses and penalties.

Detailed formulas and comparison tables

Healing and Anatomy grow together

Player bandage on a living non-animal target. Both skills have the listed value; current Dex 100 for PvP. These are clean HP ranges before slips or other penalties, assuming the bandage succeeds.

Healing / AnatomyPvM HPPvP HP
0 / 01–31–3
20 / 209–1114–21
40 / 4016–1918–25
60 / 6022–2622–28
80 / 8027–3426–32
90 / 9029–3728–33
100 / 10030–4030–35

When the two skills are uneven

Same clean player-bandage conditions. Raising only one skill cannot reach the full 100/100 heal.

Healing / AnatomyPvM HPPvP HP
80 / 016–1916–19
80 / 5025–3022–27
100 / 8029–3827–32

Does Bless count?

Healing 100 and Anatomy 100. Use the current Dex after bonuses, not just the base stat. A listed bonus is an example total; it is not a claim that every spell grants that bonus.

Current DexClean PvP bandage
9030–34 HP in 4.5 seconds
10030–35 HP in 4 seconds
11530–35 HP in 4 seconds
15030–35 HP in 4 seconds

Example: base Dex 93 with an active +7 Dex bonus reaches 100 and gets the full Dex benefit. Base Dex 100 with a bonus still uses the 100-Dex result. The current player Bless bonus on Ironveil is +7, not +15.

The PvM amount improves before Anatomy reaches 100; reaching Anatomy 100 still changes the ordinary bandage time from 8 to 4 seconds. Dexterity does not increase that PvM amount. Poison cures and resurrection keep their separate requirements and success rules.

Examples in play

Easy examples

Healing yourself in PvP

You have Healing 100, Anatomy 100 and Dexterity 100. You are at 50 of 100 HP and are fighting another player. A clean bandage restores 30–35 HP after 4 seconds, leaving you at 80–85 HP. Further damage or healing penalties can change that result.

Healing outside player combat

With Healing 80 and Anatomy 80, a successful clean player bandage restores 27–34 HP in PvM. At 100/100 it restores 30–40 HP. Both skills improve the amount before Grandmaster; Anatomy 100 still reduces the ordinary bandage time from 8 to 4 seconds.

Poison and resurrection

At least 60 Healing AND 60 Anatomy are needed to attempt a poison cure. At least 80 in BOTH are needed to attempt resurrection. These are entry requirements, not guarantees. A poison cure uses that bandage to cure; apply another afterwards if health is still missing.

Skills that work with it

Advanced notes

Things to remember

  • HP means health points. Healing cannot raise a target above its maximum HP.
  • Player-bandage amounts grow with Healing and Anatomy in PvM and PvP. PvM uses base Healing and effective Anatomy; PvP uses both trained base skills plus current Dexterity. The skill amount contribution stops at 100 each.
  • Anti-healing effects, slips, range and target restrictions still apply. A blocked or interrupted treatment can heal less or nothing.
  • The Healing skill does not increase the Greater Heal spell. At Magery 100, that spell heals 41–50 before penalties.
Training and Skill Progression

TRAINING / SKILL PROGRESSION

One recommended activity for each skill range, with a short note on what you need.

Before you start: set Healing to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.

NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.

Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.

Recommended training

Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.

Your skillWhat to repeatQuick note
0.0–50.0Healer lessonOptional NPC lesson; 300 gold when offered and room under your caps.
50.0–80.0Bandage an injured Academy patientComplete treatment on an eligible injured player.
80.0–100.0Bandage an injured playerComplete treatment on an eligible injured player.

Rules and numbers

The PvP Dexterity table assumes trained Healing 100 and Anatomy 100, with no slips or healing penalties. Current Dexterity changes the PvP amount and time; Healing and Anatomy gradually change the amount in both PvP and PvM. At 100/100, a clean player bandage restores 30–35 HP in PvP or 30–40 HP in PvM. Ordinary PvM bandage time still becomes 4 seconds when Anatomy reaches 100; below it, the time is 8 seconds. Guardian PvM support uses Healing up to 80.

Exact rules and scaling
Skill or situationWhat it means
PvP · Dexterity 1024–28 HP after 8.5 seconds
PvP · Dexterity 2525–29 HP after 8 seconds
PvP · Dexterity 5027–31 HP after 7 seconds
PvP · Dexterity 7529–33 HP after 5.5 seconds
PvP · Dexterity 9030–34 HP after 4.5 seconds
PvP · Dexterity 100 or more30–35 HP after 4 seconds

Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.