Skills/Healing: Difference between revisions
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Latest revision as of 16:05, 27 October 2026
Healing is the skill of treating wounds with bandages. With a stack of bandages you can heal yourself and others, cure poison, stop bleeding and even bring fallen friends back to life. It's the warrior's best friend: cheap, reliable and needing no mana or reagents.
Healing works on people. To bandage animals and monsters (such as your pets), you need Veterinary instead.
At a glance
| Skill category | Combat |
|---|---|
| Tool | Bandages (one per use) |
| What it does | Heals health, cures poison (60+), stops bleeding and resurrects (80+) |
| Works with | Anatomy, which raises every heal and is needed for cures and resurrections |
| Range | Your patient must be right next to you (1 tile) for the whole time |
| Skill cap | 100 (Grandmaster), raised up to 120 with Healing power scrolls |
| Stats it can raise | Intelligence, Strength and Dexterity |
| Starting gear | Choosing Healing as a starting skill gives you 50 bandages and a pair of scissors. |
Bandages
| Item | How to get it | |
|---|---|---|
| Bandages | Healers sell them for about 5 gold each. You can also make your own: use scissors on cloth (or a bolt of cloth) to cut it into bandages, one per piece of cloth. | |
| Scissors | Sold by weavers and tinkers for about 11 gold. | |
| Cloth | Weavers sell cloth (about 3 gold a piece) and whole bolts of cloth. Leftover cloth from Tailoring is perfect bandage material. |
How to bandage
- Double-click your bandages. You'll see "Who will you use the bandages on?"
- Target yourself or someone next to you. You'll see "You begin applying the bandages." and one bandage is used up.
- Stay close and wait. After a few seconds the bandage finishes and does its work. If your patient moves away, you'll see "You did not stay close enough to heal your patient!"
What the bandage does depends on your patient:
- Bleeding patients have their bleeding stopped (and nothing else that time).
- Poisoned patients are cured instead of healed (if you have the skill).
- Ghosts can be resurrected (if you have the skill).
- Everyone else is healed.
How long it takes
Bandaging someone else is quick: 3 seconds with 100 Dexterity or more, 4 seconds from 40 to 99 Dexterity, and 5 seconds below 40. Resurrecting takes 5 seconds longer.
Bandaging yourself is much slower, and gets faster with Dexterity:
| Your Dexterity | Time to bandage yourself |
|---|---|
| 25 | 15.1 seconds |
| 50 | 13.6 seconds |
| 75 | 12.1 seconds |
| 100 | 10.6 seconds |
| 120 | 9.4 seconds |
Your fingers slip!
Every time you take damage while a bandage is being applied, your fingers slip: "Your fingers slip!" Each slip lowers your chance of success by 2% and takes 4 health off the heal. Get out of the fight, or put a friend between you and the attacker, before bandaging.
Healing health
Your chance to heal is (Healing + 10)%, so from 90 Healing you never fail. When you succeed, the bandage restores a random amount between:
- Least: Anatomy ÷ 5 + Healing ÷ 5 + 3
- Most: Anatomy ÷ 5 + Healing ÷ 2 + 10
| Healing / Anatomy | Chance to heal | Health restored |
|---|---|---|
| 0 / 0 | 10% | 3–10 |
| 30 / 30 | 40% | 15–31 |
| 50 / 50 | 60% | 23–45 |
| 60 / 60 | 70% | 27–52 |
| 80 / 80 | 90% | 35–66 |
| 90 / 90 | 100% | 39–73 |
| 100 / 100 | 100% | 43–80 |
| 120 / 120 | 100% | 51–94 |
If you fail, you'll see "You apply the bandages, but they barely help." Someone who has been hit by a Mortal Strike can't be healed until it wears off.
Curing poison
You need at least 60 Healing and 60 Anatomy to cure poison with a bandage. Your chance is (Healing − 30) ÷ 50, minus 10% for each step of poison strength above lesser:
| Healing | Lesser | Regular | Greater | Deadly | Lethal |
|---|---|---|---|---|---|
| 60 | 60% | 50% | 40% | 30% | 20% |
| 70 | 80% | 70% | 60% | 50% | 40% |
| 80 | 100% | 90% | 80% | 70% | 60% |
| 90 | 100% | 100% | 100% | 90% | 80% |
| 100 | 100% | 100% | 100% | 100% | 100% |
| 120 | 100% | 100% | 100% | 100% | 100% |
On a success all poison is removed: "You have cured the target of all poisons!"
Resurrection
With at least 80 Healing and 80 Anatomy you can bring a ghost back to life. Stand next to the ghost and bandage it. Your chance is (Healing − 68) ÷ 50:
| Healing | Chance to resurrect |
|---|---|
| 80 | 24% |
| 90 | 44% |
| 100 | 64% |
| 110 | 84% |
| 120 | 100% |
On a success, the ghost gets a window asking whether they want to come back. If the ghost is standing somewhere there's no room for a body, you'll see "Target cannot be resurrected at that location."
Training Healing
- You gain Healing (and Anatomy) each time a bandage finishes on someone who needs it. Healing a hurt person, curing poison (from 60/60) and resurrecting (from 80/80) all count. Bandaging someone at full health doesn't.
- Your chance to gain doesn't depend on whether the heal worked. It slows down as your Healing gets higher and stops at your cap.
- Below 10.0 you gain on every attempt, sometimes several tenths at once. Above that, each attempt has a chance to gain 0.1.
- The harder the attempt is for your skill level, the better your chance to gain. Your chance also drops as you get closer to your Healing cap and to your total skill cap of 700.
- If you've set Healing to go down (the arrow in your skills list), gains elsewhere can lower it to make room under your total cap. Lock skills you want to keep.
- Reaching 100.0 adds Healing to the Skills Mastered count on your achievements.
- Healing others is fastest: it takes only 3 to 5 seconds instead of 10 or more on yourself.
- Good partners: a friend who trains a fighting skill, a guild hunt, or yourself after every fight.
- Healing your friends also earns you a little Karma when they're in good standing.
- Healers, healer guildmasters and fortune tellers will train you for gold: up to a third of their own skill, at most 42.0, for 1 gold per 0.1 points. Ask them (or use their context menu) to train the skill, then drop the gold on them.
Stats: each successful use has about a 2% chance to raise Strength, about a 2% chance to raise Dexterity and about a 2% chance to raise Intelligence by 1 point. Each stat can rise at most once every 10 minutes, and only if it's set to rise.
Suggested path
| Healing | How to train |
|---|---|
| 0 to 42 | Buy the first points from a healer, along with a few hundred bandages. |
| 42 to 60 | Heal yourself and friends after fights. Training Anatomy alongside it is free, since both rise together. |
| 60 to 80 | Cure poison as well as healing. Poisonous creatures, or a friend with Poisoning, give you lots of chances. |
| 80 to 100 | Keep healing in group hunts, and offer resurrections to fallen adventurers. |
Power scrolls

Healing tops out at 100.0 unless you use a Healing power scroll. There are three kinds: exalted (110), mythical (115) and legendary (120). Double-click one to raise your Healing cap to that number: "You feel a surge of magic as the scroll enhances your Healing!"
- Healing power scrolls come from champion bosses: Barracoon, Lord Oaks, Mephitis, Neira, Rikktor, Semidar and Silvani. Each champion boss leaves 6 power scrolls in random fighting, magic, bard and animal skills, handed out among the players who helped kill it. Each scroll is a 110 (60%), 115 (35%) or 120 (5%).
- A scroll only works if it's higher than your current cap. Otherwise: "Your Healing is too high for this power scroll."
- Champion power scrolls are cursed: they always drop when you die, even from a blessed container. Use them or bank them quickly.
- Raising the cap doesn't raise your skill. You still have to train the extra points.
Messages you'll see
| Message | What it means |
|---|---|
| Who will you use the bandages on? | Pick your patient. |
| You begin applying the bandages. | The bandage is on its way. Stay close until it finishes. |
| You finish applying the bandages. | The heal worked. |
| You apply the bandages, but they barely help. | The heal failed (or healed almost nothing). |
| Your fingers slip! | You were hit while bandaging. The heal will be weaker. |
| You did not stay close enough to heal your patient! | Your patient moved away before the bandage finished. |
| That being is not damaged! | Your patient is at full health and isn't poisoned or bleeding. |
| You bind the wound and stop the bleeding | You stopped a bleed. Bandage again to heal. |
| You have cured the target of all poisons! | Your cure worked. |
| You have failed to cure your target! | The cure failed, or you need 60 Healing and 60 Anatomy. |
| You cannot heal yourself in your current state. | You've been hit by a Mortal Strike. Wait for it to wear off. |
| You cannot heal that target in their current state. | Your patient has been hit by a Mortal Strike. |
| You are unable to resurrect your patient. | The resurrection failed, or you need 80 Healing and 80 Anatomy. |
| Target cannot be resurrected at that location. | Move the ghost somewhere else first. |
| Bandages cannot be used on that. | That can't be bandaged. |
| As a young player, you may not use beneficial skills on older players. | Young players can only bandage other young players. |
Tips
- Step back before you bandage. Every hit you take makes the heal weaker.
- Dexterity matters. It shortens your self-bandage time by 0.6 seconds for every 10 points.
- Cut your own bandages. Scissors and cloth are far cheaper than buying bandages.
- Keep Anatomy level with Healing. Cures and resurrections need both.
- Bandage, then potion. Drinking a heal potion doesn't interrupt a bandage, so the two together are a strong combination.