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Play Guide

Play Guide Contents

Skill Guide Index

Alchemy/Cleric

Alchemy/Druid

Anatomy

Archery

Blacksmithing

Cooking

Detecting Hidden

Enchanting

Fishing

Healing

Hiding

Lockpicking

Lumberjacking

Magery/Cleric

Magery/Druid

Magery/Wizard

Meditation

Melee

Mining

Parrying

Poisoning

Removing Traps

Resisting Magic

Special Attacks

Stealth

Tailoring

Taming

Tinkering

Tracking

Woodcrafting

Wrestling

Healing

In a world rife with conflict, terrible beasts and malevolent evils the ability to recover from wounds and injuries is a necessity. Those who practice the art of healing are able to staunch the flows of blood and bandage wounds to significantly increase the speed at which wounds recover. In addition a proficiency in this field mean that by pure reflex and quick action many injuries can be taken care of without thought on the part of the healer.

You must have a bandage to use the healing skill.

Clerics are the masters of the art of healing, fighters, rangers and rogues can become competent in it, wizards and druids can use it to a lesser extent.

Active Uses: Allows the bandaging of wounds, which increases the benficiary's rate of recovery.

Passive Attributes: Improves the rate at which hit points (HP) are recovered.