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Healing

This is the central reference for restoring hit points and clearing poison, by every method: bandages (Healing / Veterinary), spells (Magery), and potions (potions catalog). For poison itself see Poison & status; for dying and getting back up see Death & resurrection.

To bandage a wound:

  1. Make sure you have bandages in your backpack (cloth crafted with Tailoring, or bought from a healer/vendor).
  2. Double-click a bandage in your pack — you get a target cursor.
  3. Target yourself, an injured ally, or a pet. You must be within range (2 tiles on this AOS shard, per Bandage.cs Range).
  4. Wait for the timer to finish. On success: “You finish applying the bandages.” and HP is restored.

One bandage is consumed per application. Higher Dexterity makes each application faster; higher Healing and Anatomy heal more HP and raise success/cure/resurrection chances. Bandaging trains your Healing (or Veterinary) and the matching secondary skill up to 120 skill (CheckSkill cap in Bandage.cs).

From Scripts/Items/Resource/Bandage.cs GetDelay (AOS path). Times are in seconds; Dex is the healer’s Dexterity:

  • Self-heal: max(4, min(8, ceil(11 − Dex/20))). So 4 s at very high Dex, up to 8 s at low Dex.
  • Healing another person: max(2, ceil(4 − Dex/60)). As fast as 2 s.
  • Veterinary on a pet: a flat 2 s.
  • Resurrection via bandage: on this AOS/EJ shard a res bandage takes the same time as healing that target — the AOS delay branches do not add the resDelay = 5.0 bonus (that +5 s only applies on the legacy pre-AOS dex branches). So res’ing another player runs on the 2 s “heal another” timer; a self-res runs on the 4–8 s self-heal timer.

You can only run one bandage timer at a time — starting a new one cancels the old.

  • If you take a hit or are disturbed mid-application your fingers can slip (“Your fingers slip!”). Each slip reduces the HP healed (in AOS, by ~35% per slip) and lowers cure/res chance.
  • If you move out of range (more than 2 tiles from the patient) before the timer ends, you get “You did not stay close enough to heal your target.” and the heal fails.
  • If you die before it finishes: “You were unable to finish your work before you died.” and it fails.

Best practice: stand still and stay adjacent while a bandage finishes, especially when healing someone else.

The amount scales with Healing and Anatomy (AOS path, Bandage.cs):

  • min = Anatomy/8 + Healing/5 + 4
  • max = Anatomy/6 + Healing/2.5 + 4
  • The actual heal is a random value between min and max, reduced by slips, and reduced if you simultaneously cured poison/bleed in the same application.

In short: more Anatomy and more Healing = bigger heals. Maxing both (Healing 100, Anatomy 100) gives the largest and most reliable bandage heals.

A bandage on a poisoned patient attempts to cure the poison instead of (or before) healing HP.

  • Skill requirement (verified): both Healing ≥ 60 and Anatomy ≥ 60 (checkSkills = healing >= 60.0 && anatomy >= 60.0).
  • Cure chance = (Healing − 30)/50 − (PoisonLevel × 0.1) − (Slips × 0.02). Higher poison levels (deadly > greater > regular > lesser) are harder to cure; slips hurt.
  • On success: “You have been cured of all poisons.” On failure: “You have failed to cure your target!” — apply another bandage and try again.

See Poison & status for poison levels and other cures.

A bandage applied to a dead player (or dead pet, via Veterinary) can bring them back.

  • Skill requirement (verified): both Healing ≥ 80 and Anatomy ≥ 80 (checkSkills = healing >= 80.0 && anatomy >= 80.0). For pets, the Veterinary/Animal Lore equivalents apply.
  • Success chance = (Healing − 68)/50 − (Slips × 0.02).
  • On success the patient gets a resurrection gump to accept; resurrecting a dead pet costs the pet a small skill loss (0.1 per skill, looped over every skill — Bandage.cs).
  • The res bandage takes the same time as healing that target on this AOS/EJ shard (the +5 s legacy res delay does not apply here). The patient’s body must be at a spot that “can fit” a corpse (Map.CanFit), and some regions (e.g. Khaldun) block resurrection outright — “The veil of death in this area is too strong…”.

Full death/ghost procedure: Death & resurrection.

If you have Magery and a spellbook + reagents (see Spellcasting and the magic index):

  • Heal (1st circle) — restores a modest amount of HP. Does not work on a poisoned target — you must cure the poison first.
  • Greater Heal (4th circle) — restores more HP. Likewise the lesser heals are blocked by poison; cure first.
  • Cure (2nd circle) — removes poison; success vs higher poison levels scales with Magery (unverified thresholds).
  • Arch Cure (4th circle) — area cure that clears poison from multiple targets.

Spellcasting is interruptible: taking a hit can fizzle the heal (see Combat advanced). Mages usually create distance, then heal/cure.

Potions are instant (no cast/bandage timer) but heal potions share a cooldown — after drinking one you cannot drink another heal potion until its delay expires (“You must wait 10 seconds before using another healing potion.”). On this AOS shard the delay depends on the potion (BaseHealPotion.Delay):

  • Lesser Heal potion — small instant HP; 3 s cooldown.
  • Heal potion — moderate instant HP; 8 s cooldown.
  • Greater Heal potion — larger instant HP; 10 s cooldown.
  • Cure potion — removes poison (cure potions are a separate item, not on the heal-potion cooldown; stronger potions cure higher levels — effectiveness scaling unverified).

Important: a heal potion will not work while you are poisoned or mortally wounded (“You can not heal yourself in your current state.”) — cure the poison first, exactly like the lesser heal spells. Carry them as an emergency button. See the potions catalog:

To use a potion: double-click it in your pack. Potions are made with Alchemy.

Healing animals and tamed creatures uses Veterinary (with Animal Lore as its secondary), not Healing. The bandage procedure is identical — double-click bandage, target the pet — and a vet bandage on a pet is a flat 2 s (Bandage.cs). Vet can also resurrect a dead pet if your owner/friend is nearby to sanctify it. See Taming & pets.

  • Bandages — your sustainable, mana-free main heal. Best HP-per-resource; trains a skill; but takes seconds and can slip. Use as your default in and out of combat.
  • Heal/Greater Heal spells — fast burst heals if you have mana, but cost reagents and can fizzle when hit; blocked by poison.
  • Cure (spell/potion/bandage) / Arch Cure — to clear poison before you can use a lesser heal effectively.
  • Heal/Greater Heal potions — instant emergency healing when you can’t afford the bandage timer or a fizzle, accepting the cooldown.
  • Veterinary bandages — the way to heal/res pets.

A common survival pattern: cure poison first (bandage/Cure), then bandage or heal HP, and keep heal potions in reserve for the moment you would otherwise die.