Healing
Jump to navigation
Jump to search
Heal is an ability of the Cleric Class Tree that restores the health of an adjacent ally. Different skills and an aspect can increase the range or amount of health recovered, or add additional properties. Healing is considered separate from self-healing skills/aspects, such as Acolyte's Consumption, for chapter statistics and effects specific to the Heal action.
Calculations
The basic healing formula is: HP Recovered = MAG + 0.2(FOR) + 0.5(LVL)
where MAG, FOR, and LVL (level) are the stats of the unit performing the healing.
Healing EXP is based on the difference between the unit's level and the targeted ally's level.
Skills/Aspects that affect Healing
Name | Description | Origin |
---|---|---|
Caretaker | Healed for 40% of any Heal given. (Personal) | Maren |
Divine Purpose | Attacking increases the strength of next Heal by 10%, stacking. | Crusader |
Ellis' Light | Healing power increased by 50%. (Aspect) | Equipped on Samara |
Light of Shaliz | Healing Range increased by 1. | Prophet |
Resonance | Healing power +25%, Heal spreads over 3 turns. | Guardian |
Righteous Cause | Healing doubles Accuracy for the next enemy phase. | Inquisitor |
Righteous Horizon | Healing Range increased by 1. | Priest |
Savior's Grace | Healing an ally leaves a ward for 3 turns, increasing healing taken. | Paladin |
Unholy Furor | Healing increases Crit by 6% until the next attack, stacking up to 4 times. | Acolyte |
Warded Armor | Taking magic damage grants a ward to nearby allies, increasing healing taken. | Aegis |