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Healing

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For the Party Healing Skill, see Party Healing.

Description

Healing.png
Healing magic replenishes HP by using mana which is the fundamental force that makes up this world. Healing magic recovers a certain amount of HP in the target, and this helps recover the target's energy which was lost due to heavy adventuring. In addition, the power of this magic is strong enough to affect the target as well as the caster. The caster who has finished preparing to cast this magic is protected from external attacks by the power of magic. This effectiveness and the experience points from this magic increases when your life is low, so proper timing would be helpful. But you must remember this one thing - that the magic only recovers HP, it cannot treat wounds.

Details

  • Healing allows one to restore HP of one's self or another.
  • Healing automatically charges 5 stacks when used.
  • Healing charges can be separately used on different units.
  • Healing drains the user's Stamina equal to the HP healed by the skill if used on self.
    • This does not happen if the user has full Health.
  • Each stack charged will raise the user's Defense.
    • Each individual charge adds +4 to Defense. However, the 4th remaining charge adds +3 and the last remaining charge adds +5.
  • Healing cannot target enemies, users or pets engaged in duels, or users in the arena (except one's self or allies).
  • It is possible to heal NPCs, however they must be manually clicked as Ctrl does not automatically snap to them. This is vital in some Shadow Missions and Theatre Missions which requires players to keep NPCs alive.
  • It is not possible to heal Summoned Golems, Pierrot Marionettes, or Colossus Marionettes.
  • Healing does not recover Wounds.
  • On top of the base recovery rate, Healing also restores 1 additional HP per 10 Magic Attack.
  • Healing also receives a bonus of 5 HP per charge from using a Healing Wand.
  • At Rank 1, Healing will lose only one charge as opposed to all when knocked back/down.
  • Higher ranks do not necessarily increase the skill's Mana efficiency; several ranks cause the spell to become less efficient than the previous rank. See the summary chart.
  • Can be used during Windmill's animation.

Summary

Rank F E D C B A 9 8 7 6 5 4 3 2 1
Required AP 2 3 5 7 8 9 10 12 14 15 20 22 24 26 30
Required AP (Total) 2 5 10 17 25 34 44 56 70 85 105 127 151 177 207
Additional Int +1 +2 +3 +4 +5
Additional Int (Total) +1 +3 +5 +7 +10 +13 +16 +20 +24 +28 +32 +37 +42 +47 +52
Minimum Healing (HP/Charge) 6 7 8 9 10 11 13 15 17 19 25 27 29 31 35
Maximum Healing (HP/Charge) 10 11 12 13 14 15 17 19 21 23 29 31 33 35 45
Minimum Magic Attack Modifier 0.03
Maximum Magic Attack Modifier 0.04
Mana Use 12 16 20 28 32 40
Minimum Efficiency (HP/MP) 2.5 2.9 2.5 2.8 3.1 3.4 3.2 3.7 4.3 4.8 4.5 4.9 4.6 4.8 4.4
Maximum Efficiency (HP/MP) 4.2 4.6 3.75 4.1 4.4 4.7 4.3 4.7 5.3 5.8 5.2 5.5 5.2 5.5 5.6
Load Time [sec] 2
Range 1000
Skill CP 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90
Stat CP 0.2 0.6 1.0 1.4 2.0 2.6 3.2 4.0 4.8 5.6 6.4 7.4 8.4 9.4 10.4

Obtaining the Skill

Or,

Skill Issues

  • Healing may drain Stamina if the user's HP is full when self-healing. The cause of this caused by stat bonuses from titles, talents, and HP buffs. It is only temporary and will go away after some time.

Training Method

  • The skill must recover HP to receive skill training (full HP as well as wounding does not count).
  • Being under 20% of Max HP is considered 'in distress'.
    • This includes Deadly status.

Training Tips

  • It is best to find a Dark Knight willing to transform near a Mana Tunnel in Iria. The tunnel will continuously provide MP, allowing the healer to cast the spell endlessly once the transformed player enters their Disarm state and begins rapidly losing HP. It may be difficult to keep up with the HP drain at lower skill ranks, but eventually a healer should be able to easily surpass the drain effect.
    • If possible, using Party Healing on a party of 8 Dark Knights in such an area will allow Healing to train faster, as it counts for each person (including pets).
  • It would be wise to carry MP Potions, a high rank Meditation, or a fully upgraded Tikka Wood Healing Wand for the following methods below, as Healing uses high amounts of MP.
  • If it has not been taken out the current day, a player can touch the Sword of Elsinore located on the west side of Avon to damage themselves until they are in deadly, although this method is time-consuming.
  • Another ideal place might be in the Sulfur Pits of Zardine, where most players will probably be in deadly, or close.

Novice Rank

  • AP: -
  • Effects: None
Method Exp. Count Total
Read the book "Healing: Basics of Magic." 100.00 1 100.00

Rank F

  • AP: 2
  • Stat Improvement: Int +1
  • Effects: Heal the target for 6-10 HP per charge.
Method Exp. Count Total
Use Healing. 1.00 50 50.00
Use Healing on a person in distress. 3.00 20 60.00
Receive Healing. 3.00 5 15.00
Receive Healing while in distress. 5.00 5 25.00
Drink a Life Potion. 20.00 1 20.00

Rank E

  • AP: 3
  • Stat Improvement: Int +2
  • Effects: Heal the target for 7-11 HP per charge.
Method Exp. Count Total
Use Healing. 1.00 60 60.00
Use Healing on a person in distress. 2.00 30 60.00
Receive Healing. 3.00 4 15.00
Receive Healing while in distress. 5.00 5 25.00
Drink a Life Potion. 20.00 1 20.00

Rank D

  • AP: 5
  • Stat Improvement: Int +2
  • Effects: Heal the target for 8-12 HP per charge.
Method Exp. Count Total
Use Healing. 0.50 150 75.00
Use Healing on a person in distress. 1.00 60 60.00
Receive Healing. 2.00 4 8.00
Receive Healing while in distress. 5.00 5 25.00

Rank C

  • AP: 7
  • Stat Improvement: Int +2
  • Effects: Heal the target for 9-13 HP per charge.
Method Exp. Count Total
Use Healing. 0.20 400 80.00
Use Healing on a person in distress. 0.60 112 67.20
Receive Healing. 0.60 7 4.20
Receive Healing while in distress. 3.00 8 24.00

Rank B

  • AP: 8
  • Stat Improvement: Int +3
  • Effects: Heal the target for 10-14 HP per charge.
Method Exp. Count Total
Use Healing. 0.10 800 80.00
Use Healing on a person in distress. 0.60 160 96.00
Receive Healing. 0.30 7 2.10
Receive Healing while in distress. 2.50 8 20.00

Rank A

  • AP: 9
  • Stat Improvement: Int +3
  • Effects: Heal the target for 11-15 HP per charge.
Method Exp. Count Total
Use Healing. 0.10 1280 128.00
Use Healing on a person in distress. 0.60 160 96.00
Receive Healing while in distress. 2.50 8 20.00

Rank 9

  • AP: 10
  • Stat Improvement: Int +3
  • Effects: Heal the target for 13-17 HP per charge.
Method Exp. Count Total
Use Healing. 0.05 2000 100.00
Use Healing on a person in distress. 0.25 300 75.00
Receive Healing while in distress. 1.50 10 15.00

Rank 8

  • AP: 12
  • Stat Improvement: Int +4
  • Effects: Heal the target for 15-19 HP per charge.
Method Exp. Count Total
Use Healing. 0.05 2000 100.00
Use Healing on a person in distress. 0.25 300 75.00
Receive Healing while in distress. 1.50 10 15.00

Rank 7

  • AP: 14
  • Stat Improvement: Int +4
  • Effects: Heal the target for 17-21 HP per charge.
Method Exp. Count Total
Use Healing. 0.04 2000 80.00
Use Healing on a person in distress. 0.25 300 75.00

Rank 6

  • AP: 15
  • Stat Improvement: Int +4
  • Effects: Heal the target for 19-23 HP per charge.
Method Exp. Count Total
Use Healing. 0.03 3000 90.00
Use Healing on a person in distress. 0.10 1000 100.00

Rank 5

  • AP: 20
  • Stat Improvement: Int +4
  • Effects: Heal the target for 25-29 HP per charge.
Method Exp. Count Total
Use Healing. 0.02 6000 120.00
Use Healing on a person in distress. 0.05 3000 150.00

Rank 4

  • AP: 22
  • Stat Improvement: Int +5
  • Effects: Heal the target for 27-31 HP per charge.
Method Exp. Count Total
Use Healing. 0.01 15000 150.00
Use Healing on a person in distress. 0.03 3000 90.00

Rank 3

  • AP: 24
  • Stat Improvement: Int +5
  • Effects: Heal the target for 29-33 HP per charge.
Method Exp. Count Total
Use Healing on a person in distress. 0.03 6000 180.00

Rank 2

  • AP: 26
  • Stat Improvement: Int +5
  • Effects: Heal the target for 31-35 HP per charge.
Method Exp. Count Total
Use Healing on a person in distress. 0.02 8000 160.00

Rank 1

  • AP: 30
  • Stat Improvement: Int +5
  • Effects: Heal the target for 35-45 HP per charge.
Method Exp. Count Total
Use Healing on a person in distress. 0.02 8000 160.00

Master Title

the Master of Healing

  • Mana +30
  • Str +10
  • Int +10
  • Stamina -20
  • Will -10

Related Enchants

Name Type, Rank Enchants Onto Effect(s) Comes On/From
Courteous
(edit)
Suffix, rank 7 Headgear +3 Dex if Healing Rank 8+
-10 Luck if First Aid Rank D+
+2 Dex if Party Healing Rank C+
Enchant Scroll (Enchant Collection Vol. 4)
Curing
(edit)
Prefix, rank 8 Helmets +12 MP when lvl 30+
+16 Int if Healing Rank 9+
-8% Balance when lvl 15+
Healer
(edit)
Suffix, rank A All +15 HP if Healing Rank B+
-20 Stamina if Enchant Rank C+
+5 Will if Healing Rank B+
Restoring
(edit)
Suffix, rank 8 All +20 HP if Healing Rank 9+
-10 Stamina
+5 Int if Healing Rank 7+
+5 Will if Healing Rank 5+
Enchant Scroll (Mini Pot Spider, Mini Stone Bison, Mini Stone Hound, Mini Stone Zombie, Mini Stone Imp), Summer Vacation Zombie Event
Twilight
(edit)
Suffix, rank D Headgears +5 MP if Healing Rank D+
-3 Str when lvl 18+
+6 Will when lvl 15+
Rule's
(edit)
Prefix, rank 4 Magical Clothing -20 Stamina
+10 Will
+10 Luck
+12% Balance if using "the Master of Healing" title
+9% Repair Cost
+6 % Balance if using "the One Who Discovered the Maiz Prairie Ruins' title