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Revision as of 02:29, 18 October 2023 by Sur (talk | contribs) (→‎Tranquility)

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Movement Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells
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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, but not Warlock's Life Drain). This specifically affects your own healing, 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.pngTroll's Blood.png

Healing Potions are a Consumable that heal a certain amount of total HP, divided across a long duration as Healing [over time] . The total HP is affected by Physical Healing at 50% Scaling across the whole duration, 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.

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

Using the same example but now with Potion Chugger:

Total Healing = (15 + 4/2) * 1.2/(30 * .8) * floor(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 at 100% Scaling. 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.

Life Drain

Warlock's Life Drain ability heals the player equal to the damage dealt. Magical Healing does not affect this, it is only affected by the damage, which has 50% Scaling.

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 at 0% Scaling. (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 can only heal a certain amount of Recoverable HP at 0% Scaling.

Tranquility

Music Tranquility.png

Tranquility is a Bard Song that Gradually restores 1 Recoverable Health at 0% Scaling per second for 10 / 20 / 30 seconds for nearby resting allies based on your performance.

Torture mastery scaling as of 10/5/24
anonymous | Posted on Oct 5, 2024 at 8:07 pm

Current scaling is listed as 0.05 on the perk

With some quick math the updated formula should look like

Heal per second = (2 + 5 * 0.05)(1 + 0.1 * 0.3) * 1.2 = 2.781 HP per second

Raw Salad | Posted on Feb 26, 2025 at 5:29 am

The example has been updated to use up to date numbers dynamically.

What properties are the properties of Jolly Time about the Bard?
anonymous | Posted on Sep 26, 2024 at 1:08 pm

What properties are the properties of Jolly Time about the Bard?

Raw Salad | Posted on Jan 23, 2025 at 2:00 am

See the linked Bard page.

Information for Second Wind, on the section, might be wrong.
anonymous | Posted on Jul 29, 2024 at 7:19 pm

The 40% Percent Max Health Healing doesn't change, as described, so a shorter buff time means the player will be healed faster... right? "40% percent OVER A TIME of 12s" so if you in crease buff duration it would be something like "40% percent over a time of 15s" with is the same amount of healing, except that it would take longer making buff duration bad for second wind and that whole equation wrong.... right?

Is the information regarding Resting up to date?
Ajtheguy | Posted on Jul 29, 2024 at 8:44 am

There's a detailed stat in-game called "Health Recovery Bonus" with the tooltip saying that it determines how much health you recover when resting, but The wiki still says you only get a set rate of healing with no modifiers.

Raw Salad | Posted on Jan 23, 2025 at 1:59 am

Updated it.

Does druid healing perk scale with Magic power?
anonymous | Posted on Jul 2, 2024 at 5:14 pm

I know it scales with magic healing, but does magic power also factor into the equation?

Add magic dmg dont work for healing spells?
anonymous | Posted on Jun 12, 2024 at 7:39 pm

Hello, cleric lesser heal dont scale with addition magic damage from spellbook and magic dmg stat from book?

anonymous | Posted on Jun 13, 2024 at 10:08 pm

No they do not. Only the cleric's perk and any other additional +healing will affect the your healing spells. Your Magic Damage Bonus % however will affect the healing so Willpower and Magic Power are still useful, just not additional damage.

What is the caling of MPB on cleric healing?
anonymous | Posted on Apr 28, 2024 at 8:46 pm

I know the chart says 100% scaling from MPB but what is that exactly?. Theres no way MPB is directly applied at the % of MPB or i would heal for 59 hp the 13 from gear and 5 from advanced. sois it only affeting my total healing at an additional 59% ie (13 gear +5 advanced) 59%)

anonymous | Posted on Jun 13, 2024 at 10:29 pm

For Lesser Heal the formula is: (15 + Magical healing) * Magic Power Bonus So it would look like this with +13 from the gear and +5 from the perk with 59% MPB: (15+5+13)*1.59= 52.5 rounded up. +13 healing from gear is a lot and the stat only appears on 5 slots of gear (6 counting two rings). The maximum +Healing stat you can get from gear with max rolls is +4 from 2 Weapons, +4 from 2 rings, +6 from chest and neck for a total of +14 Healing. There are also items that give +healing like the mystic gloves, occultist helm and ceremonial staff that are class limited. A Clerics maximum +healing would be +19 from gear and +5 from the perk, so +24.

mag heal and potions
anonymous | Posted on Jan 21, 2024 at 2:28 am

in the equation what is floor?

Sur | Posted on Mar 12, 2024 at 3:46 am

floor() refers to rounding down, i.e. floor(6.8) = 6 https://en.wikipedia.org/wiki/Floor_and_ceiling_functions

Physical Healing Examples #3
anonymous | Posted on Nov 10, 2023 at 8:29 am

" 3. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100 with 15 recoverable, and finally being damaged for 60 by a monster. Your new HP is 30/100, with new recoverable HP pool of " , I believe this should say 100hp/100hp - 60(monster damage) = 40/100(your new hp)? not "30/100"

Sur | Posted on Nov 12, 2023 at 4:55 pm

Lol yes it should, thank you for catching that. Corrected it now

Second Wind and Blood Exchange?
anonymous | Posted on Oct 10, 2023 at 8:23 am

I can't find anything about them scaling with phys. or mag. healing, I assume neither?

anonymous | Posted on Oct 17, 2023 at 10:18 pm

Correct

Esthelion | Posted on Apr 15, 2024 at 9:21 pm

They don't scale with neither, but since both skill activations are active through a buff, they will benefit from buff duration.

magical healing
anonymous | Posted on Oct 8, 2023 at 2:01 am

I wonder if magical healing is taken into account at the moment of the cast and affects the spell for the whole duration or is it discarded if i swap my weapon during the effect ? say if i cast curse of pain with torture mastery with my + magical healing spellbook and then swap to my melee weapon, will the magical healing bonus still apply ? ty for any help

anonymous | Posted on Oct 13, 2023 at 2:27 am

Weapon stats (or other stuff, like instruments) only apply to your character when you have them out, not just equipped. So if you had +magical healing on a spell book, when you swap to your sword, you no longer get the increased heal effect on your curse ticks

anonymous | Posted on Oct 17, 2023 at 10:19 pm

It snapshots ur stats when the buff/debuff starts

Sur | Posted on Oct 18, 2023 at 2:27 am

First comment is technically right that you lose the increased healing bonus, but once the buff/debuff is applied, it snapshots the healing you had at the time it was applied, keeping the benefits even while you hold your melee weapon