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Healing and injuries

Here are some mechanics relating to how to heal back up that are important to know. Regeneration: You regenerate 5% of your health and 5% of your mana every turn while outside of a fight, however, you cannot regenerate health as long as you are bleeding or taking damage, even if you are outside of a fight. When sleeping or unconscious, these natural regenerations are doubled. Racial points have special mechanics that are unique to each class, so this doesn’t apply to them.

When someone is physically injured, even once the fight they were in is over, their injury doesn’t magically go away, depending on how important the injury was, it can take 20 turns (1 day), 40 turns (2 days), or even up to 100 turns (5 days) to fully heal naturally, tough this process can be slightly sped up by resting. Things like lost limbs or damaged organs can leave you with permanent debuffs and problems and will not repair themselves. While damaged organs can be repaired with magic, lost limbs generally cannot (but they can be reattached in some cases).

Untreated wounds can get infected and cause death. Knowledge on how to deal with a wound (such as how to disinfect it) is based on intelligence, while the capacity to properly apply the techniques and do things like stitches, make bandages, making splints, etc. are based on crafting. Intelligence will also allow a player to determine the severity of a wound, while crafting is needed to know the danger a wound poses (based on things like if it was treated properly, where the wound is, how much it’s bleeding, how long it bleeds, what’s the wound’s source, how it was treated, etc.).

Simple bandages can be made with the crafting skill from plants or thorn clothing, but when your crafting skill gets high enough, you can start to make better bandages that will slightly heal people over time. Health potions are simple concoctions that can be used to restore someone’s health, but do not affect physical wounds. Health potions are made from fresh1 soulless2 blood, which has been heated up to a specific temperature that depends on the creature’s strength. Potions made from the blood of monsters significantly weaker than its user won’t work. The success rate of creating a potion depends on the creature whose blood you’re using’s level and the person who’s making the potion’s crafting stat. Taking a creature’s blood usually takes 1 turn, but it can take more for larger creatures, or less, if multiple people work together on the task. Heating up the blood takes 1 turn and only requires normal fire until you start needing to make very high-level health potions. Potions made from the blood of weak enemies heal for 25%, while those from normal heal for 50% and 100% for minibosses. Potions made from boss blood heal for 100%, heal most physical injuries, poisons, temporary debuffs, and can even regenerate some minor3 missing body parts.

Very few skills allow to heal people, and even fewer can repair physical wounds, so the ability to heal someone is one of the most valuable skill or talent to have. When a phoenix heart is used to revive someone, they will be brought back to life in a “healthy” state, so while nonfunctional organs will be repaired, things that do not technically impair your ability to live passively like lost limbs4 will not be regenerated.


  1. Once the creature has died, there are 3 turns left before it’s blood stop being useable for potions.

  2. The blood has to come from a recently killed living creature.

  3. Hands, feet, eyes, ears, removing scars, etc.

  4. However, if you are missing both arms or hands, one of them will regenerate since you need at least 1 to be self-sufficient, same with legs or feet as well as eyes.