The Healing skill allows players to use bandages to heal, cure poison, and resurrect others. It interacts with Anatomy and requires certain skill levels to unlock specific abilities.
Mechanics
- A minimum of 60 Anatomy skill is required for a chance at successful bandage cure attempts.
 - A minimum of 80 Anatomy skill is required for a chance at successful bandage resurrection attempts.
 - Players with 100 Healing and at least 80 Anatomy will always have a 100% chance to resurrect their target with bandages.
 - Players with 80 Healing and 80 Anatomy can use the Healers Codex.
 - Bandage healing amounts are calculated as:
 
 ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))  
- Bandage healing amounts are reduced by **2% for each bandage slip** during combat.
 - Bandaging self takes **10-15 seconds**, scaled based on Dexterity (capped at **100 Dexterity**). This can be further reduced with the Healers Codex.
 - Bandaging another target takes **5-7.5 seconds**, scaled based on Dexterity (capped at **100 Dexterity**).
 - Bandaging time is calculated as:
 
 15 - (5 * (dex - 25) / 75) seconds.  
Stationary Bandaging
- Players who remain **stationary for 5 seconds** can bandage targets up to **2 tiles away**.
 - If the player moves within **5 seconds** of finishing the bandage, the range reverts to **1 tile**.
 
Resurrection
- Players require 80 Healing and 80 Anatomy to have a chance at successfully resurrecting a target with bandages.
 - Players with 100 Healing and 80 Anatomy will always have a 100% chance to resurrect.
 - Chance to resurrect with less than 100 Healing skill scales from **24% at 80 Healing** to **62% at 99 Healing** (assuming the minimum requirement of 80 Anatomy is met).
 
Curing Poison
Progressive Curing
Each consecutive failed attempt at curing poison now **increases the next attempt's success chance** by **100%** (previously **50%**) of the base cure chance.
Example of curing Deadly Poison created by a player with GM Poisoning Skill and GM Taste ID:
- Base cure chance via **Greater Cure Potion** or **GM Magery** is **50%**.
 - If the first cure attempt fails, the next attempt gets a **50% bonus**.
 - Poisons created with **GM Poisoning** and **GM Taste ID** have a **50% cure chance reduction** (e.g., **50% → 25%**).
 
- Cure Attempts for Deadly Poison:**
 
- 1st Attempt: 25% Cure Chance
 - 2nd Attempt: 75% Cure Chance
 - 3rd Attempt: 125% Cure Chance
 
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Example of curing Lethal Poison created by a player with 120 Poisoning and 120 Taste ID:
- Base cure chance via **Greater Cure Potion** or **GM Magery** is **25%**.
 - If the first cure attempt fails, the next attempt gets a **25% bonus**.
 - Poisons created with **120 Poisoning** and **120 Taste ID** have a **60% cure chance reduction** (e.g., **25% → 10%**).
 
- Cure Attempts for Lethal Poison:**
 
- 1st Attempt: 10% Cure Chance
 - 2nd Attempt: 35% Cure Chance
 - 3rd Attempt: 60% Cure Chance
 - 4th Attempt: 85% Cure Chance
 - 5th Attempt: 110% Cure Chance
 
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- Player-applied poisons (**weapons and spells**) have a cure chance penalty of:
 
 (25% * (Poisoning Skill / 100))  
- Player-applied poisons (**weapons and spells**) have a cure chance penalty of:
 
 (25% * (Taste ID Skill / 100))  
For example, a player who normally has a **50% chance to cure** a poison would instead have only a **25% chance** if the poison was inflicted by a player with **100 Poisoning** and **100 Taste ID**.
Bandaging Cure Chances
- **Chance to Cure Player:**
 
 ((125% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%)  
- **Chance to Cure Creature:**
 
 ((125% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%)  
PvM
Bandaging a poisoned target **still heals them**, even if the cure attempt fails. Healing amounts while poisoned are as follows:
| Poison Type | Healing Effectiveness | 
|---|---|
| Lesser Poison | 100% of normal healing | 
| Regular Poison | 100% of normal healing | 
| Greater Poison | 75% of normal healing | 
| Deadly Poison | 50% of normal healing | 
| Lethal Poison | 25% of normal healing | 
Bandaging Skills Crossover
- Players can use **Veterinary + Animal Lore** to bandage players, or **Healing + Anatomy** to bandage creatures.
 - **Crossover Healing has severe penalties:**
 
* Healing amounts are **reduced to 33%** of normal. * Cure and Resurrection chances are **reduced to 33%** of normal.
- To cure or resurrect with crossover skills, both crossover skills **must meet the base requirements** (i.e., 60+ for curing, 80+ for resurrection).
 - If the player has both the **normal** and **crossover** skills available, the bandaging attempt will use the skill set that results in **higher healing amounts** and **higher cure/resurrection success chances**.
 - **Skill gain always follows normal bandaging rules:**
 
* Bandaging **players** increases **Healing + Anatomy**. * Bandaging **creatures** increases **Veterinary + Animal Lore**.
Healer's Codex
- The Healers Codex requires **80 Healing and 80 Anatomy** to use.
 - Bonuses from the **Healer's Codex** only apply when bandaging **players or Ship Crewmembers**.
 - Any bonus effects provided by the **Healer's Codex** (such as increased melee damage, damage resistance, or poison debuffs) **only apply against creatures**.
 
| Healing Codex Upgrades | ||
|---|---|---|
| Name | Points Per Tier | Description | 
| Combat Medic | 1/2/3 | Bandaged patients receive a (3% / 6% / 9%) bonus to Damage Resistance against creatures over the next 15 seconds (cannot stack) | 
| Immunize | 1/2/3 | Bandaged patients for the next 15 seconds have a (33% / 66% / 100%) chance for new poisons to apply at 1 level lower. New bleed and disease effects will be applied at (10% / 20% / 30%) reduced damage (cannot stack) | 
| Overheal | 1/2/3 | An additional (10% / 20% / 30%) of bandage healing amounts are applied to patient divided over the next 3 seconds (does not work on PvP flagged patients) | 
| Pressure Points | 1/2/3 | Melee damage increased by (7% / 14% / 21%) against creatures | 
| Specialist | 1/2/3 | Increases bandage healing amounts and chance to cure or resurrect by (10% / 20% / 30%) of normal (does not work on PvP flagged patients) | 
| Self Treatment | 1/2/3 | Reduces time needed to bandage self by (1 / 2 / 3) seconds (does not work if PvP flagged) | 
| Triage | 1/2/3 | Patient receives a (3% / 6% / 9%) bonus to damage resistance while in the process of being bandaged with bonus doubled if patient is below 33% health (cannot stack) | 
| Without Borders | 1/2/3 | Bandage range increased by (1 / 2 / 3), Will stack with the 5 second stationary bandaging range bonus (+1 tile) (does not work on PvP flagged patients) | 
Training
| Skill | Activity | 
|---|---|
| 0-50 | Train from NPC | 
| 50-80 | New Player Dungeon | 
| 80-100 | Bandage ghosts to attempt resurrection or heal a Battletrainer |