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Healing

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Healing skill banner

A warrior’s best weapon is the strip of cloth in their off-hand. Healing turns bandages into hit points, antidotes, and — at the high end — second chances.

Stats: Intelligence (primary), Dexterity (secondary) · Title: Healer

Apply a bandage (cut cloth) to yourself, another player, or a humanoid. All numbers below are from Scripts/Items/Resource/Bandage.cs. Healing always works with Anatomy as its companion skill; for animals, the same system uses Veterinary + Animal Lore.

chance to succeed = (Healing + 10) / 100 − 0.02 × slips
heal amount: between Anatomy/8 + Healing/5 + 4
and Anatomy/6 + Healing/2.5 + 4

“Slips” are the times you took damage mid-bandage — each costs 2% success and reduces the amount healed. At GM Healing/Anatomy a clean bandage restores roughly 36–61 HP.

Requires Healing ≥ 60 and Anatomy ≥ 60:

cure chance = (Healing − 30)/50 − 0.1 × poisonLevel − 0.02 × slips

Requires Healing ≥ 80 and Anatomy ≥ 80 (and 5 extra seconds on the bandage):

res chance = (Healing − 68)/50 − 0.02 × slips

— about 64% at GM with no slips.

TargetSeconds
Yourselfceil(11 − Dex/20), clamped 4–8 (4s at 140+ Dex)
Someone elseceil(4 − Dex/60), minimum 2
A pet (Veterinary)flat 2

Dexterity is the bandage stat — another reason warriors love it.

  • 0–60: buy from an NPC Healer — a trainer teaches up to one-third of its own skill, capped at 42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach: baseToSet = ourSkill.BaseFixedPoint / 3). Then bandage yourself after taking modest damage. Sparring with a partner (or a weak monster you out-armor) provides steady wounds.
  • 60–80: add cure practice — lesser poison from training or wandering snakes.
  • 80–100: resurrection attempts give the best checks; ghosts are rarely in short supply outside a dungeon entrance. Standard gain rules and GGS apply.

Keep Anatomy training in lockstep — every formula above reads both skills, and the 60/80 thresholds check both. See using & training skills.