When fighting in combat, players and monsters inflict Damage on each other. This damage reduces the HP of the target, and when enough has been done that creature is defeated. However, Healing can be used to regain some of that lost HP
Most Healing is done as a specific elemental type. Bonuses to specific elements can be handled individually, though some equipment enhances all 4 elements equally. The damage bonus from Mastery also applies to elemental healing, as does the general Healing Bonus characteristic.
Healing spells[]
Class | Spell | Effect | |
---|---|---|---|
Ecaflip | ![]() |
Heads or Tails | Heal then Damage |
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Jackpot | 15% chance to Heal | |
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Roulette | AoE Heal or Damage | |
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Shi-Fu-Miaow | 23% chance to Heal | |
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Three Cards | Heal, or -Resist, or +1 AP | |
Eniripsa | ![]() |
Healing Word | Heal |
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Invigorating Word | Rebound Heal | |
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Revitalizing Word | AoE Heal | |
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Renewing Word | Heal | |
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Fortifying Word | No LoS Heal | |
Sadida | ![]() |
Mudool | Heal on Dolls and Totems |
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Tree | Self Heal |
[]
State | Effect |
---|---|
Regeneration | Heals certain % at start of turn |
Zombification | Healing becomes Damage |
Relative Heals[]
A handful of spells will heal based on a percentage value rather than a fixed value. E.g. The Sacrier Spell "Gift of Life" transfers a fixed "10%" of the caster's life onto the target.
Class | Spell | Effect | |
---|---|---|---|
Eniripsa | ![]() |
Sadist Mark | Transfer HP % |
Sacrier | ![]() |
Gift of Life | Transfer HP |