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*Holy Light = 100%
*Holy Light = 100%
*Sanctuary = 50% per second (250% total)
*Sanctuary = 50% per second (250% total)
*Torture Mastery = 50%
*Torture Mastery = 25%


==Healing Potions==
==Healing Potions==

Revision as of 23:36, 6 October 2023

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells
Icon Dummy.png
WIP Page

This page is work-in-progress. The information may be lacking, may not be up-to-date, however is not deleted as it provides some useful information or is capable of expansion.

True Healing

Magical Healing

Increases total healing done by magic (Cleric's heal spells and Warlock's Torture Mastery). This specifically affects your spells, not heals received from others. Stacking +Magical Healing on the healing recipient will not cause them to receive more healing. The caster must be the one wearing +Magical Healing in order to benefit.

(Base Heal Amount + (Magical Healing * Scaling of Spell)) * (1 + Magic Power Bonus * Scaling of Spell)

Scaling info:

  • Lesser Heal = 100%
  • Holy Light = 100%
  • Sanctuary = 50% per second (250% total)
  • Torture Mastery = 25%

Healing Potions

Healing Potion.png

Healing Potions are a Consumable that heal a certain amount of total HP, divided across a long duration. The total HP is affected by Physical Healing, and the duration is affected by the Buff Duration Stat.


Healing Potions heal 15 health over varying durations that can be found in the Healing Potions page. Additionally, Physical Healing can increase the total amount, but only with 50% Scaling across the whole duration.

Total Healing = (15 + Physical Healing/2)/(Duration Base) * roundDown(Duration Base * (1 + Buff Duration))

For example, a Barbarian with +4 Physical Healing and Bard's Rousing Rhythm song giving +6% Buff Duration drinking a White Healing Potion of 15 health over 30 seconds will heal:

Total Healing = (15 + 4/2)/(30) * roundDown(30 * (1 + .06))

= 17/30 * 31

= 17.56 health over 31s

Note that this does in fact heal 17.56 health and not 17 nor 18 as there is decimal HP, although the health display in game always rounds up.

Potion Chugger

Barbarian's Potion Chugger perk alters Healing Potions to heal for 20% more health in a 20% shorter duration.

Total Healing = (15 + Physical Healing/2) * 1.2/(Duration Base * .8) * roundDown(Duration Base * .8 * (1 + Buff Duration))

Using the same example but now with Potion Chugger:

Total Healing = (15 + 4/2) * 1.2/(30 * .8) * roundDown(30 * .8 * (1 + .06))

= 17*1.2/24 * 25

= 21.25 health over 25s

Surgical Kits

Surgical Kit.png

Surgical Kits are a Consumable that will fully heal the player. However, Surgical Kits take a significant amount of time to apply, with the duration getting shorter as the Rarity of the Surgical Kit increases.

Healing Shrines

Healing Shrines are interactable objects in the Dungeons that, when interacted with, will heal the player for 100 HP.

Campfires

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Campfires are a Utility item that take a significant amount of time to set up. Upon being placed, the Campfire provides a healing effect to anyone who Rests within its vicinity. By default, Campfires heal 3 HP per second. This amount can be increased by wearing equipment with the Physical Healing Enchantment. Additionally, players will recover Recoverable Health as if they were Resting normally.

Campfires also provide an amount of Spell Restoration. By default, this is 34 Spell Points per second, and can be modified by the player's Spell Capacity Stat.

Recoverable HP

Recoverable Health.png

Recoverable Health is left behind when the player takes damage, and is represented by a transparent portion of the player's health bar. Most sources of damage will leave behind 65% of their damage as Recoverable Health. As the name suggests, this health can be recovered by various means.


Recoverable Health is tracked separately from normal HP, and can "overflow" above the player's maximum HP. This means that if the player only heals with conventional healing methods, they can "store" a large amount of Recoverable Health over the course of a single life.


The Warlock's spells will leave behind 100% of their HP cost as Recoverable Health.


Resting

When Resting, the player will heal 1 Recoverable Health every two seconds. (This is not 0.5/s, it is specifically 1 every 2 seconds.)

Upon standing up from Resting, any remaining Recoverable Health will be lost. This makes Resting riskier than other Recoverable Health options.


Bandages

Bandage.png

Bandages are a Consumable that heal a certain amount of Recoverable HP.

Tranquility

Music Tranquility.png

Tranquility is a Bard Song that Gradually restores 1 Recoverable Health per second for 10 / 20 / 30 seconds for nearby resting allies based on your performance.