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Healing

Most healing works the way the base game does. Two things here do not: a full heal you use on yourself out of an item gets weaker the more you do it, and healing kits were rewritten around the Heal skill.

Healing fatigue

Use a full heal from an item on yourself and you pick up Healing Fatigue. The next one heals less, and the one after that less again.

Fatigue when you use itYou are healed forIt becomesAnd steps back down after
none100%level 124 seconds
level 175%level 218 seconds
level 250%level 312 seconds
level 325%no further-

The timer runs from the last time you healed, so the way out of it is to stop and wait rather than to keep drinking.

What it does not touch is as important as what it does. The debuff is applied only when all three are true: the heal is a full heal, it came from an item, and you used it on yourself. A full heal cast as an innate spell or ability does not fatigue you, and neither does one an ally uses on you.

Healing kits

A kit no longer heals a fixed amount. It heals:

(roll + Heal ranks / 5) x the kit's level

where roll is a d20 in combat and a flat 20 out of it - so outside a fight a kit always does its best. A level 10 kit in the hands of a character with 40 ranks of Heal is 280 hit points standing still, and between 90 and 280 in a fight.

See also