Healing talents¶
Healing tree (shipped) — bandages + Veterinary¶
These talents are live now in the dungeon talent panel under the Healing tab. They are dungeon-gated like every other talent (ranks are spent per-dungeon).
Bandage path¶
| Tier | Talent | Max ranks | Cost | Effect |
|---|---|---|---|---|
| T1 | Swift Mending | 5 | 1 pt | Each rank shaves 1 second off your bandage time (PvM only). |
Veterinary path (pet healing)¶
The Veterinary subtree makes a tamer a real pet medic. Both talents stack with the bandages-heal-pets system.
| Tier | Talent | Max ranks | Cost | Effect |
|---|---|---|---|---|
| T1 | Specialist Healing | 5 | 1 pt | Your bandages heal +5% more per rank (applies to pet healing). |
| T2 | Wide-Range Therapy | 3 | 1 pt | Extends the range you can bandage a pet from by +1 tile per rank (prereq: Specialist Healing). |
At max ranks: bandages heal +25% and you can mend a pet from 5 tiles away (2 base + 3).
Magic path (spell healing)¶
For mages who heal with magic instead of bandages.
| Tier | Talent | Max ranks | Cost | Effect |
|---|---|---|---|---|
| T1 | Arcane Renewal | 5 | 1 pt | Your Heal and Greater Heal spells restore +8% more health per rank. |
| T2 | Renewing Light | 5 | 1 pt | Your Heal and Greater Heal also leave a heal-over-time, restoring an extra 10% of the initial heal per rank over 5 seconds (prereq: Arcane Renewal). |
At max ranks your Magery heals land for +40% (Arcane Renewal), and each cast leaves a lingering renewal worth +50% of that heal ticked out over 5 seconds (Renewing Light) — so a fully-specced healer-mage gets a big up-front heal plus a steady trickle on top. Both affect only the Heal / Greater Heal spells (bandages are unaffected; they have their own talents above) and, like all dungeon talents, only work in PvM. Re-casting on the same target refreshes the heal-over-time rather than stacking it.
Battle-Caller / Field Medic support tree not currently shipped
The full Support archetype below is designed but disabled in the current build. The Support and Stealth archetypes overflowed the talent-gump's wire payload when shipped alongside the other six trees, so they're held back until that's resolved. (This is separate from the Healing tree above, which is shipped.)
What's documented below is the design intent — names, tiers, ranks, and effects. Once the tree is re-enabled it will appear as a new "Support" archetype tab alongside Melee / Archery / Magic / Taming.
A few support-tree effects are already plumbed (Healer's Hand bandage scaling, Combat Anthem aura, Crescendo / Inspire Bravery / Sanctuary / War Drum / Aegis Aura / Hex Mark windows). They'll start producing in-game effects the moment the tree is re-enabled — until then, ranks can't be allocated.
Planned tree (support archetype)¶
Two paths: Battle-Caller (offensive auras + buffs for the group) and Field Medic (bandage scaling + protective utility).
Battle-Caller (offensive support)¶
| Tier | Talent | Max ranks | Cost | Effect |
|---|---|---|---|---|
| T1 | Combat Anthem | 5 | 1 pt | Aura: nearby allies deal +5% damage per rank |
| T2 | Discord Note | 3 | 1 pt | Aura: nearby enemies have -5% resistances per rank |
| T3 | Inspire Bravery (active) | 1 | 2 pt | 60s cd: buff a target ally for 30s — they deal +20% damage |
| T4A | War Drum (toggle aura) | 1 | 2 pt | Allies in range gain +20% swing speed; drains your mana over time |
| T4B | Hex Mark (active) | 1 | 2 pt | 30s cd: mark an enemy — it takes +20% damage from all sources for 20s |
| T5 | Crescendo (active) | 1 | 3 pt | 180s cd: for 10s, all allies (including you) deal +50% damage |
Field Medic (defensive support)¶
| Tier | Talent | Max ranks | Cost | Effect |
|---|---|---|---|---|
| T1 | Healer's Hand | 5 | 1 pt | Bandages heal for +5% more per rank |
| T2 | Blessed Bandages | 3 | 1 pt | Each rank: bandages cleanse 1 negative effect on the target |
| T3 | Triage | 1 | 2 pt | -30% bandage cast time |
| T4A | Aegis Aura (toggle) | 1 | 2 pt | Allies in range gain +15% physical resist; drains your mana over time |
| T4B | Sanctuary (active) | 1 | 2 pt | 60s cd: 3-tile zone where allies take -30% damage for 10s |
| T5 | Mass Resurrection (active) | 1 | 3 pt | 300s cd: revive all fallen allies within 8 tiles |
What's already wired (waiting on tree)¶
These effects are already plumbed and would activate the moment a player could allocate ranks:
- Healer's Hand —
+5% per rankbandage power, ready to scale. - Combat Anthem aura — 8-tile range aura that adds
rank × 5%to damage of allies (party members within range). - Sanctuary zone — drops a 10-second zone item; falls back to a self-buff check today.
- War Drum — 8-tile toggle aura granting +20% swing speed when active.
- Aegis Aura — 8-tile toggle aura granting +15% physical resist.
- Crescendo / Inspire Bravery / Hex Mark — buff windows wired into melee, ranged, and spell damage contributors.
- Mark Damage Bonus — Hunter's Mark, Death Mark and Hex Mark all share the talent-mark registry and accumulate per-target.
The hotbar / chat / SFX surface for these talents is also plumbed — they're just unreachable through the spend UI right now.
What players can do for healing today¶
While the Support tree is unavailable, healing in dungeons still works:
- Bandages — vanilla bandage timer + healing skill. No per-tier multiplier yet.
- Magery heal / greater heal — scaled by the Healing tree's Arcane Renewal (Magic path, +8%/rank). Magic's Mana Surge scales offensive spell damage and Wardweave reduces incoming spell damage.
- Pet healing — see Pet / Taming for Mended Bond, Shared Vitality, and the Resilient mitigation passive.