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Enchantments | Health | Impact Power | Footstep Sound |
Movement | Healing | Action/Interaction/Cast Speed | Silence |
Shield | Looted Handled Supplied | Experience | |
Spells |
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 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 with a Common Healing Potion, +4 Physical Healing, +6% Buff Duration, and a base of 15 health over 30 seconds will instead 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. See Damage/Healing over Time for more.
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 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
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 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
Bandages are a Consumable that can only heal a certain amount of Recoverable HP at 0% Scaling.
Tranquility
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.
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
What properties are the properties of Jolly Time about the Bard?
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?
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.
I know it scales with magic healing, but does magic power also factor into the equation?
Hello, cleric lesser heal dont scale with addition magic damage from spellbook and magic dmg stat from book?
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%)
in the equation what is floor?
" 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"
I can't find anything about them scaling with phys. or mag. healing, I assume neither?
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