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Healing skills

Bandages mend humanoids, herd-tending mends pets, and Anatomy doubles both. The Healing math here is the classic kind: flat, readable, no inflation.

At a glance

Skill What it does Useful at Lyonspyre changes
Healing Apply bandages to humanoids (heal HP, cure poison, resurrect) All non-mage builds, 100 standard Auto-Bandage + Bandage Bar UI overlay
Veterinary Apply bandages to pets/animals (heal HP, cure, res) Tamers (100), warriors with a pack horse (60+) None
Anatomy Multiplier on Healing throughput (cross-listed from Combat) Healers (60+), tank-healers (100) None

Healing

Use a bandage on yourself or a humanoid (player or NPC). The skill check lands the moment the bandage finishes:

heal = HealingSkill / 5 + Anatomy / 5 + random(1, 10)    // base heal amount
healDelay = 8 sec - (Dex / 20)                            // 4 sec at 80 Dex

What a bandage does:

  • HP heal - every successful bandage restores HP on a wounded target.
  • Cure poison - a Healing check against the poison level. Lesser and regular cures land reliably at 100; greater and deadly want both Healing and Anatomy at GM.
  • Resurrect - apply a bandage to a ghost and roll Healing against the difficulty. A successful res brings the player back at low HP.

You need both hands free for the apply window, and a hit interrupts the bandage - take damage and you start over with a fresh one.

Useful at: 100 for any non-mage build (mages carry Greater Heal). 60+ if you want to be a group's backup healer.

Lyonspyre changes: The skill check is untouched. Two layers sit on top:

  • Auto-Bandage - flip it on with [autobandage on and the system queues bandages on you automatically once you drop under your HP threshold. Bandages still burn at the normal rate; you just lose the "click bandage, target self" busywork.
  • Bandage Bar - a draggable HUD widget showing your bandage countdown and the HP you'll land on completion. It matches the Cooldown bar's look.

Healing through poison

Poison scales healing rather than stopping it. Every direct heal (bandages, the Heal and Greater Heal spells, and heal potions) lands at a fraction set by the poison on the target:

Poison Heal effectiveness
Lesser 90%
Regular 80%
Greater 70%
Deadly 50%
Lethal 25%

A bandage on a poisoned patient does both jobs on the same cycle: it rolls its cure attempt AND heals at the scaled amount. A successful cure restores full healing immediately, so curing first is the strong play against heavy poisons, but not the only play. A landed heal always restores at least 1.

Veterinary

Same mechanics as Healing, pointed at pets. Target a pet - yours or someone else's - apply a bandage, and the heal comes from Veterinary + Anatomy / 5. Cure-poison works the same way. Resurrecting a dead pet takes Veterinary AND Animal Lore both at 80+: the realm wants a real tamer to bring a tame back.

Useful at: 100 for tamers running glass-cannon pets (dragons, mares). 60-80 for warriors with a pack horse they'd rather keep alive. Skippable for mages without pets.

Lyonspyre changes: None.

Anatomy (cross-reference)

Covered in full under Combat. The part that matters here: Anatomy feeds both your Healing throughput and the cure-poison roll. A healer without Anatomy heals about half as much as one with GM Anatomy. Never run Healing at 100 with Anatomy at 0 - you're wasting both.