Heal
With this skill a character can use a healing kit to cure wounds and heal poisons and diseases.
| Ability | Wisdom |
| Requires training | No - it works with no ranks in it |
| Armour check penalty | None |
| Available to | Every class |
How it works
Check. To heal poisons and diseases, the healer must make a successful check against their DC. The wounds a kit closes are its own strength multiplied by your roll: 20 out of combat, or a d20 in combat, plus one for every five ranks of Heal. If the target suffers from no poisons or diseases, it is still cured of damage.
Use. Use healing kit on a wounded creature.
- The skill only affects healing kits. Ranks do nothing on their own.
- A kit heals its power x (roll + 1 per 5 ranks of Heal). The roll is 20 out of combat and 1d20 in combat.
- The kit's power multiplies the whole sum, so skill and kit multiply each other instead of adding.
- A few creatures cannot be healed by anything, and a kit does nothing on them either.
Skill point cost by class
One point per rank: Arcane Archer, Assassin, Barbarian, Bard, Blackguard, Cleric, Divine Champion, Druid, Dwarven Defender, Elite Guard, Fighter, God's Eye Scout, Monk, Northern Templar, Paladin, Pale Master, Ranger, Red Dragon Disciple, Rogue, Shadowdancer, Shifter, Skald, Sorcerer, Warlock, Weapon Master, Wizard.
Two points per rank: Purple Dragon Knight.
