Combat
Healing
Healing is the difference between a bandage being a stopgap and a bandage being a real recovery. It governs both how much a bandage restores and how reliably it works at all, and it is the single most valuable non-combat skill for anyone who fights in dungeons.
Bandages
Heals shown are before Anatomy. The apply time is the wind-up before it lands, and a better bandage is slower as well as stronger.
| Bandage | Min skill | Heals | Apply time | Vendor price |
|---|---|---|---|---|
| No requirement | 5 HP | 3s | 5g | |
| 30.0 | 10 HP | 4.5s | 15g | |
| 60.0 | 20 HP | 6s | 35g |
Whether it works at all
- Success chance
- Your Healing skill, read straight across — 40 Healing is a 40% chance
- At 100 Healing
- Every bandage lands
- A failed bandage
- Is spent, and still trains both Healing and Anatomy
- Anatomy at 100
- Adds +25% to the heal
Bandages come from Tailoring far more cheaply than from the Healer. Anyone who fights should know a tailor, or be one.