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Healing

From Mabinogi World Wiki
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 to oneself or to a friendly unit.
  • Healing automatically charges 5 stacks when used.
    • Healing charges are expended one at a time.
  • Using Healing on oneself drains the user's Stamina equal to the HP healed.
    • No stamina is lost if no health is recovered.
  • Each stack charged will raise the user's Defense.
    • The first three charges add +4 Defense, the 4th charge adds +3, and the last charge adds +5.
  • Healing cannot target enemies, users or pets engaged in duels, or arena opponents.
  • It is possible to heal NPCs; this is useful in some Shadow Missions and Theatre Missions which require players to keep NPCs alive.
    • NPCs must be manually clicked as Ctrl does not automatically snap to them.
  • It is not possible to heal Summoned Golems, Pierrot Marionettes, or Colossus Marionettes.
  • Healing recovers Wounds starting Dan 1.
  • Healing Wands restore an additional 5 HP per charge.
  • All charges of Healing are lost when the caster is knocked back/down. At rank 1, the caster loses one charge.
  • 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.
  • Healing cast by a Link 6 Harmonic Saint will apply the Warmth of Life Effect - Wings Heart Plus PB.png status effect to the caster. Each individual charge will apply 1 stack of this effect, up to 5 stacks total.
    • This status effect will empower the user's Hand of Restoration and Echoes of Salvation skills, with each stack of the effect increasing their healing effect by 7% and adding 200 Wound recovery.
      • The status effect is not consumed upon using the above skills, and using Healing again will refresh its duration.

Summary

Rank F E D C B A 9 8 7 6 5 4 3 2 1 Dan 1 Dan 2 Dan 3
Required AP 2 3 5 7 8 9 10 12 14 15 20 22 24 26 30 7 10 15
Required AP (Total) 2 5 10 17 25 34 44 56 70 85 105 127 151 177 207 214 224 239
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 39 43 47
Maximum Healing (HP/Charge) 10 11 12 13 14 15 17 19 21 23 29 31 33 35 45 47 49 51
Wound Recovery (Wound/Charge) - 4 5
Minimum Magic Attack Modifier 0.03
Maximum Magic Attack Modifier 0.04
Mana Use* 12 16 20 28 32 40 48 56 64
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 4.0 3.8 3.7
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 4.9 4.4 4.0
Load Time [sec] 2
Range 1000
Skill CP 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105
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

*Mana costs are affected by Mana usage modifiers and casting speed.

Obtaining the Skill

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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.
  • Healing in rapid succession may cause training to be skipped.
  • Healing HP to full does not count for the "Use Healing" requirement.
  • It is possible to heal normally hostile enemies when the player uses the Healing skill during a duel with another player.

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'.

Training Tips

Best Method

  • One can attack barrier spikes in Shadow Mission Tense Escape in Iria: Episode 7 - Heroic Path: The Choice. These barrier spikes will return damage back.
    • Rag Dolls will also take damage, allowing up to 4 rag dolls that can be easily healed by using self-targeted Party Healing. The rag dolls will quickly enter a "state of distress" by damaging themselves on the spikes.
      • This method requires you to be in a party by yourself before entering Tense Escape.
      • You must manually click on them or yourself, targeting will not work here.
      • You can also heal your pet if your pet attacks the spikes, adding one more target.

Other Methods

  • One can 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.
  • Early-game players can use the Sulfur Pits of Zardine. Later-game players can use the Decaying Swamp as a dangerous option.
  • The recoil effect from Respite's reaction to magic, using Dorcha Conversion (Paired with Time Shift), or loading Urgent Shot (at the cost of a lot of Stamina and HP each time) are other possible means to bring down a player's HP quickly.

Novice Rank

  • AP: -
  • Effects: None
Method Exp. Count Total
Read the book "Healing: Basics of Magic." 100.00 1 100
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Rank F

  • AP: 2
  • Stat Improvement: Int +1
  • Effects: Heal the target for 6-10 HP per charge.
Method Exp. Count Total
Use magic. 80.00 1 80
Use magic on someone in distress. 100.00 1 100
Receive treatment. 24.00 1 24
Receive treatment while in distress. 40.00 1 40
Drink an HP Potion. 100.00 1 100
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Rank E

  • AP: 3
  • Stat Improvement: Int +2
  • Effects: Heal the target for 7-11 HP per charge.
Method Exp. Count Total
Use magic. 80.00 1 80
Use magic on someone in distress. 100.00 1 100
Receive treatment. 24.00 1 24
Receive treatment while in distress. 40.00 1 40
Drink an HP Potion. 100.00 1 100
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Rank D

  • AP: 5
  • Stat Improvement: Int +2
  • Effects: Heal the target for 8-12 HP per charge.
Method Exp. Count Total
Use magic. 40.00 2 80
Use magic on someone in distress. 80.00 1 80
Receive treatment. 16.00 1 16
Receive treatment while in distress. 40.00 1 40
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Rank C

  • AP: 7
  • Stat Improvement: Int +2
  • Effects: Heal the target for 9-13 HP per charge.
Method Exp. Count Total
Use magic. 16.00 5 80
Use magic on someone in distress. 48.00 2 96
Receive treatment. 4.80 1 4.8
Receive treatment while in distress. 24.00 1 24
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Rank B

  • AP: 8
  • Stat Improvement: Int +3
  • Effects: Heal the target for 10-14 HP per charge.
Method Exp. Count Total
Use magic. 8.00 10 80
Use magic on someone in distress. 48.00 2 96
Receive treatment. 2.40 1 2.4
Receive treatment while in distress. 20.00 1 20
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Rank A

  • AP: 9
  • Stat Improvement: Int +3
  • Effects: Heal the target for 11-15 HP per charge.
Method Exp. Count Total
Use magic. 8.00 16 128
Use magic on someone in distress. 48.00 2 96
Receive treatment while in distress. 20.00 1 20
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Rank 9

  • AP: 10
  • Stat Improvement: Int +3
  • Effects: Heal the target for 13-17 HP per charge.
Method Exp. Count Total
Use magic. 4.00 25 100
Use magic on someone in distress. 20.00 4 80
Receive treatment while in distress. 12.00 2 24
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Rank 8

  • AP: 12
  • Stat Improvement: Int +4
  • Effects: Heal the target for 15-19 HP per charge.
Method Exp. Count Total
Use magic. 4.00 25 100
Use magic on someone in distress. 20.00 4 80
Receive treatment while in distress. 12.00 2 24
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Rank 7

  • AP: 14
  • Stat Improvement: Int +4
  • Effects: Heal the target for 17-21 HP per charge.
Method Exp. Count Total
Use magic. 3.20 25 80
Use magic on someone in distress. 20.00 4 80
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Rank 6

  • AP: 15
  • Stat Improvement: Int +4
  • Effects: Heal the target for 19-23 HP per charge.
Method Exp. Count Total
Use magic. 2.40 38 91.2
Use magic on someone in distress. 8.00 13 104
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Rank 5

  • AP: 20
  • Stat Improvement: Int +4
  • Effects: Heal the target for 25-29 HP per charge.
Method Exp. Count Total
Use magic. 1.60 75 120
Use magic on someone in distress. 4.00 38 152
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Rank 4

  • AP: 22
  • Stat Improvement: Int +5
  • Effects: Heal the target for 27-31 HP per charge.
Method Exp. Count Total
Use magic. 0.80 188 150.4
Use magic on someone in distress. 2.40 38 91.2
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Rank 3

  • AP: 24
  • Stat Improvement: Int +5
  • Effects: Heal the target for 29-33 HP per charge.
Method Exp. Count Total
Use magic on someone in distress. 2.40 75 180
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Rank 2

  • AP: 26
  • Stat Improvement: Int +5
  • Effects: Heal the target for 31-35 HP per charge.
Method Exp. Count Total
Use magic on someone in distress. 1.60 100 160
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Rank 1

  • AP: 30
  • Stat Improvement: Int +5
  • Effects: Heal the target for 35-45 HP per charge.
Method Exp. Count Total
Use magic on someone in distress. 1.60 100 160
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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 Suffix, 7 Helmets
When Party Healing is Rank C or higher Dexterity +2
When Healing is Rank 8 or higher Dexterity +3
When First Aid is Rank D or lower Luck -10
Enchant Scroll (Enchant Collection Vol. 4)
Curing Prefix, 8 Helmets
When Healing is Rank 9 or higher Intelligence +16
When Level is 30 or higher Max MP +12
When Level is 15 or higher Balance -8%
Healer Suffix, A All
When Healing is Rank B or higher Max HP +15
When Healing is Rank B or higher Will +5
When Enchant is Rank C or higher Max Stamina -20
Insightful Suffix, C Footwear
Balance +3%
When Healing is Rank C or higher Intelligence +10
Max MP +15
Enchant Scroll (Giant Ogre)
Pyromaniac Prefix, 8 Fomor Weapons
When Flame Burst is Rank E or higher Critical +3~9%
When Heat Buster is Rank E or higher Max Damage +2~5
When Campfire is Rank A or higher Max Damage +4
When Blaze is Rank E or higher Min Damage +3
When Healing is Rank D or higher Defense -3
When Party Healing is Rank 5 or higher Protection -2
Trade Assistant Imp's Shop (100,000 Ducats)
Restorative Suffix, 8 All
When Healing is Rank 7 or higher Intelligence +5
When Healing is Rank 9 or higher Max HP +20
When Healing is Rank 5 or higher Will +5
Max Stamina -10
Note: Formerly known as "Restoring"
Enchant Scroll (Mini Pot Spider, Mini Stone Bison, Mini Stone Hound, Mini Stone Zombie, Mini Stone Imp), Summer Vacation Zombie Event
Restored
Personalize[1]
Prefix, 7 Clothing
Critical +8%
When Healing is Rank 5 or higher Critical +6~9%
Max Damage +5
When Party Healing is Rank 9 or higher Max HP +10~15
Min Damage +5
Exclusive Enchant Scroll (Rundal Advanced Hardmode Reward, Lingering Darkness Elite)
Twilight Suffix, D Headgear
When Healing is Rank D or higher Max MP +5
When Level is 15 or higher Will +6
When Level is 18 or higher Strength -3
Gathering Knife (Defeat the Shadow Wizard Reward), Weeding Hoe (Fiodh Intermediate Reward), Wooden Club (Defeat Crag Cow any difficulty, Battle for Taillteann II Basic, Int., Adv. Reward, Conflict! Elite Reward, The Stones of Sliab Cuilin Reward), Enchant Scroll (Ifrit, Rabbie Advanced Reward)


References

  1. Note: Once an item is personalized by an enchant, the personalization is permanent, even if the personalizing enchant is later overwritten by another enchant.