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Healing Healing Healing Healing Healing
rdfs:comment
If you have been getting damaged badly by enemies and are close to dying, walk up next to a wall. Your character will lean up against it in order to recover. With each breath your character takes, part of his bullet holes disappear until he is fully recovered. This may take a minute -- make sure that no enemies are attacking you. Healers perform diagnostic spells to figure out what's wrong with someone. These spells are glossed, but they serve an analogous function to a visual and touch examination by a Muggle doctor. Healing serious physical injuries is a matter of ritual-type magic, which is to say specifics hung on a framework and details specific to the injuries. For instance, a broken bone always has the same kind of framework, but the specifics of the spell depend on the type, severity, and location of the fracture. Healing is an ability to restore an individual to full health or an object to pristine condition. The trigger for this power is love and conversely the trigger for the touch of death, its counterpart power is hate. Healing is the ability (literally, the act) of alleviating or ameliorating injury and wounds. The efficiency of it varies from healer to healer. This is a separate ability to healing factor or regeneration as it is one being able to heal another, not just themselves. Like resurrection, angels usually require the power of Heaven to heal though Grigori, Seraphim and archangels are able to use the power even while cut off. See also: Characteristic, Heals equipment, Healing weapons See Damage#Offensive for mechanics. Healing is an effect that restores HP. It is affected by intelligence and +heals bonuses. This is where an enemy or character can heal their teammates. They are referred to as teammates. Examples are:- * Dale * Denise * Dr Stevens * Glenn * Harlan * Maggie * Mirabelle * Olivia * & More Healing is a Magic Skill. See Skills for more information. Disambiguation: See Heal for Atlantica Online Healing information. Heal your team by surrounding them with the power of life. * Class(es): Atlantian Battlemage, Bard, Mage * Range: File:5 plus.svg.png * Duration: 3 Turns * Cooldown: 2 Turns * Action Power Cost: 150 * Type: Active The Healing Legacy, as its name suggests, allows the user to heal all living things of almost any wound or sickness. It is incapable of bringing back the dead, but it can heal someone on the brink of death. This Legacy requires physical contact to be activated. Healing refers to reducing one's damage percentage. Very few characters are capable of doing this, and usually in only small amounts. Though they can heal a person if they are very close to death, and or having a wound or an injury and they cannot heal the dead. Paige Matthews being only half whitelighter, did not have the power to heal for several years, until she developed the power when she admitted her love for Henry during a bank robbery. Healing is a White Magic Life spell. A target unit will recover health points, the higher the level, the more health will be recovered. Healing Ocarina is a Japanese ocarina company featuring ocarinas made by Toshikazu Matsumoto. Increases HP recovery. Healing is recovery of lost hit points and is vital to your survival in NetHack. Healing is the use of the One Power for healing. The Yellow Ajah of the Aes Sedai specialize in this. Death is one of the few things that cannot be Healed. The normal Healing known to Aes Sedai uses Air, Spirit, and Water, but other forms using all of the Five Powers have recently been discovered. User can restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though the user may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead. Healing was an Ee mental power, and part of the physical skills category. Ee skilled in this power could heal injuries in other Ee, as well as non-Ee. However, when the target to be healed was a non-Ee, it was harder for the Ee to heal them. Healing is a sub-skill of waterbending which involves healing wounds by redirecting energy paths, or chi, throughout the body, using water as a catalyst. It is effective on external, physical wounds, though knows its limits with internal injuries and illnesses. A waterbender can also employ this skill to heal their own wounds. On rare occasions, waterbenders may instinctively be able to perform this technique without any formal training. Healing is a fairy power that is used to treat a wide assortment of injuries. Blue sparks come out of the hands and go into the injury. Healing can also happen if a fairy is hurt and/or unconscious, for the healing power 'goes on automatic'. Healing can be used to reattach parts of a person, as shown by Commander Root using his and Holly's magic to reattach her trigger finger in The Arctic Incident. It can also be used to heal fatal injuries, demonstrated when Holly (unconsciously) saved Butler after his fight with the troll in the first book by repairing his lung, spine, neck and replacing the lost blood in his body. Healing sparks can also be used to burn things, such as when Holly escaped the plastic ties in the fifth book by grazing her wrists to make healing sparks and siphoned off so Hit points of a building can be restored by ordering Citizens to repair it. Additionally, cities will automatically heal when they have not recently taken damage: Small Cities heal at a rate of 3.75 HP per second (1 HP every 4 frames), Large Cities heal at a rate of 7.5 HP per second (2 HP every 4 frames), and Major Cities heal at a rate of 11.25 HP per second (3 HP every 4 frames). Healing ranks up to level 4 require using the healing spell many times, often thousands of times. The easiest and fastest way to fulfill this requirement is to find a Dark Knight and request that he or she sit beside a mana tunnel anywhere in Iria. During the day, the mana tunnel will keep any player's MP at maximum. While a Dark Knight's health begins to drain from extended transformation, a healer would have all the MP he would need to extensively train the healing spell on the Dark Knight. In early ranks, prior to Rank A, it may be difficult for a healer to keep up with a Dark Knight's rapidly draining health, but Rank A and higher healers can easily heal faster than a Dark Knight can drain HP, making this an excellent method of training for your master healers in training. Note, it is Healing is any one-time action that restores Hit Points to an ally or to oneself. Aid Other, Healing Aura and Alkaloid are examples of Healing powers. Regeneration Aura, Triage Beacon and the Circle of Thorns' Crystals of Health are not examples of Healing effects, but of Regeneration. Any healing effect will wake an ally affected with the Sleep status effect, but will not free them from Disorient or Hold. 0–9 • A • B • C • D • E • F • G • H • I • J • K • L • M • N • O • P • Q • R • S • T • U • V • W • X • Y • Z Prayer has the power to heal, as do the prayers of others in the sufferer's behalf. Prayers are said in every temple session for the sick and afflicted. These are not general prayers, but personal—the names of the sick are submitted to the temples by the concerned among the Saints. See also Priesthood Blessings. Holy healing spell to recover the target's HP. The minimum HP recovered by this spell is 30% of the caster's M.Atk. Shop for soul stones that boost your Int and socket these in a 2H staff. Smart rings boost your Int as well. Int gives you a MaxMP boost but also a magic attack (M.Atk) boost. Higher M.Atk yields higher HP recovery per heal for any team mates you are healing. Healing is the name for the art of healing physical and/or mental injuries through the use of the One Power. It is considered a Talent and it is not related to the Strength in the Power, for instance very strong channellers as Rand, Elayne and Egwene are unable to use this weaves proficiently, instead very weak channellers as some Kinswomen as Asra can be very good healers. Nynaeve and Flinn (again independently) also discovered a weave that can Heal even severing, something not thought possible even in the Age of Legends. Healing magic is commonplace in the Nanoha universe, from the basic Physical Heal spell to the advanced healing facilities of the Long Arch. Shamal, the chief of the latter, is in particular famous for her extremely potent healing abilities. Healing magic efficiently cleanses or purifies harmed mages' bodies, making it a very useful supporting magic. Healing magic is not omnipotent, however. Even with magical healing, damage to internal organs or the Linker Core takes a long time to regenerate, and a lengthy rehabilitation afterwards is necessary for the wounded to regain physical fitness. A basic healing spell which offers excellent HP:MP ratio. Highly recommended for anyone wishing to become a healer. This Charm allows the spirit to heal physical beings (such as Garou). Power Cost: 1 per Health Level, or 3 per Health Level if the damage is aggravated. Healing is a constitution based skill that increases the rate at which you passively recover HP. In addition to training by recovering lost health, healing may be improved by a special dream or by eating a troll corpse. It can also be trained while training spell levels, by over-casting just enough to hurt you a bit that you can heal together with your MP. __NoToC__ The healing keyword indicates powers that restore lost hit points. Typically, healing powers allow targets to spend a healing surge without using their second wind. Healing powers are associated with the leader role. This article is a . You can help My English Wiki by expanding it. Healing is a Novice level restoration spell in The Elder Scrolls V: Skyrim that heals the caster 10 points per second. All races begin the game with this spell. Dual-casting the spell causes the Dragonborn's health to restore more quickly. Expert : Most Herbshops, but not all of them Master : Fawn, found in Quintarra. Healing refers to a variety of special techniques used throughout the Dragon Ball series. Presumably mystical in nature, it allows the user to heal another being's wounds and restore them to full strength. In general, it appears to have the same effectiveness and limitations as the more commonly-seen Senzu Beans. Ability to relieve or eliminate the symptoms and effects of any disease, pathological condition, violation of life, to normalize the disturbed vital processes, which ultimately leads to recovery and restoration of health. This ability can be used both on oneself and on others (as opposed to regeneration). There are many Types of Healing items present in SS13, many of them will only repair one type of Damage. Unlike most RPG's, there aren't many ways in Diablo series of directly healing other characters. While the Paladin, Monk, Crusader and Necromancer each have pretty effective ways of healing themselves and other party members, other classes will have to find other ways to heal themselves if these classes aren't available. In Diablo III, the Character Screen has a designated stat called Recovery, which shows how much Life and Toughness the character can potentially regain (in average) per second from all currently active sources. Healing is the skill associated with recovering hit points. Successes are gained by successfully bandaging yourself, or another user. You cannot bandage pets. Although healing is not directly used to recover hit points, it is used as a passive skill for gradually regaining HP, much like meditation. This skill is one of the clerics primes. A cleric with a targetted opponent regains HP slower than any other class, even slower than a Fighter with Healing 1. Many clerics make use of this fact to assist in increasing their Healing skill by bandaging. The ability to heal others has been achieved by Kryptonian technology, kryptonite-infected metahumans and human technology. The Healing Fragment is an item required to complete the Shadow Play sidequest in Silent Hill: Downpour. It can be found at the intersection of Cook Street and Lansdale Avenue in Pearl Creek. Healing is a cleric spell. The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, without causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another). (W1Man #?) The power to restore biotic organisms to their optimal health. Healing is an ability where the person is able to regenerate and repair cells in the body of a person who has been injured or ill. In the Heroes universe, this can happen at a greatly accelerated rate than normal healing. Linderman could heal any injury, but could not revive. He could also heal some mental afflictions, such as memory erasure, by healing the brain scarring caused by it. He usually used hand contact, but could also heal without this, using only proximity. He could heal humans, animals and plants. He didn't seem able to heal away infections, since he couldn't cure Molly Walker himself, and it can be assumed that he also couldn't heal whatever condition killed Ishi Nakamura Snr. He didn't seem able to heal himself, but this may have been only due to the speed of his death. The act of resting to regain HP and MP. Triggered by the /heal command (or other means, depending on your method of game control input), this is the primary way to recover HP and MP between battles. Healing is also a term used synonymously to mean (the act of restoring HP to yourself or party members through the use of Healing Magic or other means). To avoid confusion, many players typically refer to the /heal style of healing simply as "resting" Figures in this category can remove wound markers from friendly heroes, healing them so that they may return to the fight. Healing is a cleric spell. The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, without causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another).W1Man #? The following classes have this Innate Skill: * Scout * Emilia Giannino * Soho Healing is a skill that can be used by human characters. File:Healing.png Healing is a medical ability that allow its user to heal injuries of teammates. Healing is an alien power on WB sci-fi series Roswell. Healing is a spirit ability which has been demonstrated largely by Lissa Dragomir. This is shown in the series as being her best skill as a spirit user. Adrian Ivashkov also displays this power, but in weaker quantities. Power Description The following Advantages can be purchased or are built in to this power: * Ranged * Double Damage * Armor Piercing * Yes Solvent (this power can be powered-up as part of a solvent package) * Seeker * Multi-Attack * Works in Melee * Area Effect Standard: (Cost: ) Description Superior: (Cost: ) Description Supreme: (Cost: ) Description Ultimate: (Cost: ) Description Special Notes: Dirk is laying in the bed, the bed of the Emperor! Wow. Currently, as things stand, he's not doing anything. His entire face is a mesh of fresh bandages, similiar work done on his right arm, leg, and chest. No armor no more, seeing how it gets in the way of treatment. Vhramis opens the door to the bedroom, and with him he brings guests. Two, to be specific. A man holding then hand of a younger girl, probably no more than seven. "Master, are you awake?" Vhramis asks Dirk, looking over his form. "Heya." Dirk manages absently, pulling the satchel back to his chest. Healing is one of the three disciplines in the Black Magician trilogy, specifically known only by Guild Magicians in the Allied Lands. Healing is a Common Combat Instant belonging to the File:Icon Life.png realm. It may only be cast during combat, and must be targeted at a friendly unit that does not belong to the File:Icon Death.png. For File:Icon Mana.png the spell will heal the targeted unit by File:Icon Hits.png . If the target is only suffering from less than File:Icon Damage.png , the healing will simply return it to full health. Lost File:Icon Figure.png in a File:Icon MultiFigureUnit.png may be brought back from the dead thanks to Healing, but entire lost units may not. Healing is a Kai Discipline that recovers 1 Endurance Point per numbered section in which there is no combat. Lone Wolf cannot heal more than his maximum. Healing is an activated effect psych. The Player may activate it by pressing the pin. Neku will perform a drinking animation, and HP will be restored once this animation ends. Neku may also be cleared of a negative status if the pin is able to remove it. Since Cure Drink and Healing are distinct psychs, it is possible to have both a Cure Drink pin and a Healing pin in the same deck. All Healing pins are categorized under A class. Healing in Dragon's Gate is achieved by one of several means, First Aid, Channeling (only done by Heart Clerics and Sword Clerics) spells, Potions or Praying. Healing is an essential skill to have for Hunting or Combat. Healing is modification of the regenerative cycle, both on a physical and spiritual level with the mind. On some points it's closely related to biokinesis. Minor proficiency can be used to relieve aches, pains, and discomfort, whereas more advanced exercises can physically heal over a bleeding wound, banish a disease from a body, or save an individual at Death's doorstep. Healing is a PSI ability in all three titles of the Mother video game series. It cures the ailments of a single character, or all characters, depending on the level. Healing is learned in EarthBound Beginnings by Ninten and Ana, in EarthBound by Ness and Poo, and in Mother 3 by Lucas and Kumatora. Healing is a magic spell which immediately closes open wounds. Visenna used it to heal Korin in the short story "Droga, z której się nie wraca". In the story, Visenna is described as simply running her hands over a gaping wound and leaving behind a red scar.
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Restore biotic organisms to optimal health.
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cause others to heal rapidly
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Beginner healers can heal the target's HP for x. Restore HP of the caster and nearby party members at the same time.
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『どんな Major Legacy でも Tier 2 Healing Legacy と交換する』 "An icy feeling shoots down my spine and, in response, life bursts through the small flower". "Caduceus, two serpents wrapped around a central rod."
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When Philus sells fish, he offers a 2-for-1 special. The full price of 10 gold must be paid, but then 2 herring are added to your inventory, rather than just 1. *In Risen 2 and 3, raw meat is not an item a vendor normally carries. However, raw meat can be sold for the price shown. Later, that same raw meat can be bought back from the vendor for the price indicated. Cooked meat, however, cannot be bought or sold. If looted, stolen, or cooked it is converted to a provision in the character’s inventory. Similarly, the character’s Sell menu or the vendor’s Buy menu will typically show the consumable "Provisions" instead of cooked meat.†This regeneration is only available if the character has the Carnivore skill learned. *In Risen 2 and 3, a mushroom cannot be bought or sold. If looted or stolen, it is converted to a provision in the character's inventory. Similarly, the character's Sell menu or the vendor's Buy menu will show the consumable "Provisions" instead of mushrooms.†In Risen 2'' only, a mushroom is called a "Poku Mushroom" instead. Ingredient for certain potions .*In Risen 2 and 3, wine cannot be bought or sold. If looted or stolen, it is converted to a provision in the character's inventory. Similarly, the character's Sell menu or the vendor's Buy menu will typically show the consumable "Provisions" instead of wine. When Philus sells fish, he offers a 2-for-1 special. The full price of 20 gold must be paid, but then 2 plaice are added to your inventory, rather than just 1. *In Risen 2 and 3, beer cannot be bought or sold. If looted or stolen, it is converted to a provision in the character's inventory. Similarly, the character's Sell menu or the vendor's Buy menu will show the consumable "Provisions" instead of beer. Acquired automatically when certain consumables enter a character's inventory. Ingredient for certain potions .*In Risen 2 and 3, water cannot be bought or sold. If looted or stolen, it is converted to a provision in the character's inventory. Similarly, the character's Sell menu or the vendor's Buy menu will typically show the consumable "Provisions" instead of water.
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To heal wounds and injuries on others Heals the target unit by - or by however many it would take to return the unit to full health, whichever is less. Neither the Undead nor any Fantastic Units belonging to the may be targeted by this spell.
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Risen: Health +5;Risen 2 & 3: converted to a provision Regeneration +20 Cooked: Health +10, Mana +10 Saving lives, healing injuries, diseases etc. Mana +10 Risen: Mana +15;Risen 2 & 3: Blood +75 Heals the caster 10 points per second. Regeneration +100 Risen: Raw: Quest completion;Cooked: Health +15;Risen 2 & 3: Raw: Regeneration +10;†Cooked: ''converted to a provision Risen: Mana +5, create certain potions;Risen 2 & 3: converted to a provision Mana +5 Cooked: Health +5, Mana +5 Blood +25 Risen: Mana +5, create certain potionsRisen 2 & 3: converted to a provision Risen: Mana +10;Risen 2 & 3: Blood +50
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The power to restore biotic organisms to their optimal health. Healing is an ability where the person is able to regenerate and repair cells in the body of a person who has been injured or ill. In the Heroes universe, this can happen at a greatly accelerated rate than normal healing. If you have been getting damaged badly by enemies and are close to dying, walk up next to a wall. Your character will lean up against it in order to recover. With each breath your character takes, part of his bullet holes disappear until he is fully recovered. This may take a minute -- make sure that no enemies are attacking you. The Healing Legacy, as its name suggests, allows the user to heal all living things of almost any wound or sickness. It is incapable of bringing back the dead, but it can heal someone on the brink of death. This Legacy requires physical contact to be activated. Healing is a spirit ability which has been demonstrated largely by Lissa Dragomir. This is shown in the series as being her best skill as a spirit user. Adrian Ivashkov also displays this power, but in weaker quantities. Healing is one of the three disciplines in the Black Magician trilogy, specifically known only by Guild Magicians in the Allied Lands. Prayer has the power to heal, as do the prayers of others in the sufferer's behalf. Prayers are said in every temple session for the sick and afflicted. These are not general prayers, but personal—the names of the sick are submitted to the temples by the concerned among the Saints. Healing by the Laying on of Hands is done in proper order and by stewardship by priesthood holders. Though a priesthood holder might have a special gift for healing, he will not be called upon to heal, unless he holds proper authority over the person asking for help. This prevents the possibility of priestcraft or the development of a personality cult around the person with the gift. See also Priesthood Blessings. Healing in Dragon's Gate is achieved by one of several means, First Aid, Channeling (only done by Heart Clerics and Sword Clerics) spells, Potions or Praying. Healing is an essential skill to have for Hunting or Combat. Increases HP recovery. Healing was an Ee mental power, and part of the physical skills category. Ee skilled in this power could heal injuries in other Ee, as well as non-Ee. However, when the target to be healed was a non-Ee, it was harder for the Ee to heal them. Healing is the use of the One Power for healing. The Yellow Ajah of the Aes Sedai specialize in this. Death is one of the few things that cannot be Healed. The normal Healing known to Aes Sedai uses Air, Spirit, and Water, but other forms using all of the Five Powers have recently been discovered. User can restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though the user may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead. Healing Ocarina is a Japanese ocarina company featuring ocarinas made by Toshikazu Matsumoto. Healing is a cleric spell. The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, without causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another). (W1Man #?) Power Description The following Advantages can be purchased or are built in to this power: * Ranged * Double Damage * Armor Piercing * Yes Solvent (this power can be powered-up as part of a solvent package) * Seeker * Multi-Attack * Works in Melee * Area Effect Standard: (Cost: ) Description Superior: (Cost: ) Description Supreme: (Cost: ) Description Ultimate: (Cost: ) Description Special Notes: Healing is a Magic Skill. See Skills for more information. Disambiguation: See Heal for Atlantica Online Healing information. Heal your team by surrounding them with the power of life. * Class(es): Atlantian Battlemage, Bard, Mage * Range: File:5 plus.svg.png * Duration: 3 Turns * Cooldown: 2 Turns * Action Power Cost: 150 * Type: Active Healing is an alien power on WB sci-fi series Roswell. Healing refers to a variety of special techniques used throughout the Dragon Ball series. Presumably mystical in nature, it allows the user to heal another being's wounds and restore them to full strength. In general, it appears to have the same effectiveness and limitations as the more commonly-seen Senzu Beans. Healing is any one-time action that restores Hit Points to an ally or to oneself. Aid Other, Healing Aura and Alkaloid are examples of Healing powers. Regeneration Aura, Triage Beacon and the Circle of Thorns' Crystals of Health are not examples of Healing effects, but of Regeneration. Any healing effect will wake an ally affected with the Sleep status effect, but will not free them from Disorient or Hold. Healing is a Common Combat Instant belonging to the File:Icon Life.png realm. It may only be cast during combat, and must be targeted at a friendly unit that does not belong to the File:Icon Death.png. For File:Icon Mana.png the spell will heal the targeted unit by File:Icon Hits.png . If the target is only suffering from less than File:Icon Damage.png , the healing will simply return it to full health. Lost File:Icon Figure.png in a File:Icon MultiFigureUnit.png may be brought back from the dead thanks to Healing, but entire lost units may not. Healing refers to reducing one's damage percentage. Very few characters are capable of doing this, and usually in only small amounts. Ability to relieve or eliminate the symptoms and effects of any disease, pathological condition, violation of life, to normalize the disturbed vital processes, which ultimately leads to recovery and restoration of health. This ability can be used both on oneself and on others (as opposed to regeneration). Healing is a magic spell which immediately closes open wounds. Visenna used it to heal Korin in the short story "Droga, z której się nie wraca". In the story, Visenna is described as simply running her hands over a gaping wound and leaving behind a red scar. Healing magic is commonplace in the Nanoha universe, from the basic Physical Heal spell to the advanced healing facilities of the Long Arch. Shamal, the chief of the latter, is in particular famous for her extremely potent healing abilities. Healing magic efficiently cleanses or purifies harmed mages' bodies, making it a very useful supporting magic. Healing magic is not omnipotent, however. Even with magical healing, damage to internal organs or the Linker Core takes a long time to regenerate, and a lengthy rehabilitation afterwards is necessary for the wounded to regain physical fitness. The ability to heal others has been achieved by Kryptonian technology, kryptonite-infected metahumans and human technology. The healing keyword indicates powers that restore lost hit points. Typically, healing powers allow targets to spend a healing surge without using their second wind. Healing powers are associated with the leader role. This article is a . You can help My English Wiki by expanding it. Healing is an activated effect psych. The Player may activate it by pressing the pin. Neku will perform a drinking animation, and HP will be restored once this animation ends. Neku may also be cleared of a negative status if the pin is able to remove it. Since Cure Drink and Healing are distinct psychs, it is possible to have both a Cure Drink pin and a Healing pin in the same deck. All Healing pins are categorized under A class. Linderman could heal any injury, but could not revive. He could also heal some mental afflictions, such as memory erasure, by healing the brain scarring caused by it. He usually used hand contact, but could also heal without this, using only proximity. He could heal humans, animals and plants. He didn't seem able to heal away infections, since he couldn't cure Molly Walker himself, and it can be assumed that he also couldn't heal whatever condition killed Ishi Nakamura Snr. He didn't seem able to heal himself, but this may have been only due to the speed of his death. Healing is a fairy power that is used to treat a wide assortment of injuries. Blue sparks come out of the hands and go into the injury. Healing can also happen if a fairy is hurt and/or unconscious, for the healing power 'goes on automatic'. Healing can be used to reattach parts of a person, as shown by Commander Root using his and Holly's magic to reattach her trigger finger in The Arctic Incident. It can also be used to heal fatal injuries, demonstrated when Holly (unconsciously) saved Butler after his fight with the troll in the first book by repairing his lung, spine, neck and replacing the lost blood in his body. Healing sparks can also be used to burn things, such as when Holly escaped the plastic ties in the fifth book by grazing her wrists to make healing sparks and siphoned off some to melt the plastic. While all fairies with the ability to heal are able to heal wounds, healing is not an automatic business and when something has been healed, it cannot be undone. For this reason, trickier healing may require a warlock dedicated to this ability. The process of healing includes replication of cells, which makes it dangerous. In Butler's case it replicated Teflon, Kevlar and ink from a bullet-proof vest stuck in his body. Furthermore, if the wounds prove too much to heal, the spell will drain life force in order to complete. This is apparent in Butler's fatal case, as he ages around 15 years. It has been noted that Sprites have limited healing powers; enough to magic away a wart, but little more, indicating that aptitude for certain aspects of magic (healing, the mesmer, shielding, etc.) may vary between species. Figures in this category can remove wound markers from friendly heroes, healing them so that they may return to the fight. Healing is a cleric spell. The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, without causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another).W1Man #? Though they can heal a person if they are very close to death, and or having a wound or an injury and they cannot heal the dead. Paige Matthews being only half whitelighter, did not have the power to heal for several years, until she developed the power when she admitted her love for Henry during a bank robbery. Healing is modification of the regenerative cycle, both on a physical and spiritual level with the mind. On some points it's closely related to biokinesis. Minor proficiency can be used to relieve aches, pains, and discomfort, whereas more advanced exercises can physically heal over a bleeding wound, banish a disease from a body, or save an individual at Death's doorstep. Healing is a skill that can be used by human characters. File:Healing.png Healing is the ability (literally, the act) of alleviating or ameliorating injury and wounds. The efficiency of it varies from healer to healer. This is a separate ability to healing factor or regeneration as it is one being able to heal another, not just themselves. Like resurrection, angels usually require the power of Heaven to heal though Grigori, Seraphim and archangels are able to use the power even while cut off. God's ability to heal is shown to be extremely powerful: without being in Sam's presence, he healed him of his demon blood addiction and cured Sam and a town of a Rabid infection without being near everyone he healed. God was also able to effortlessly heal Lucifer's extensive injuries with just a finger wave. His older sister's ability to heal is shown to be even more powerful: after reconciling with God, the Darkness was able to heal the fatal damage her nigh-omnipotent powers did to him, without any difficulty. Healing is the skill associated with recovering hit points. Successes are gained by successfully bandaging yourself, or another user. You cannot bandage pets. Although healing is not directly used to recover hit points, it is used as a passive skill for gradually regaining HP, much like meditation. This skill is one of the clerics primes. The healing skill works differently for clerics than for any other class. Clerics must not have a targeted opponent to recharge their HP at its maximum rate. All other classes recharge at a rate based on their healing skill level at all times. All classes heal at a rate of 1 HP per cycle without the use of a bandage, and 2 HP per cycle when a bandage is active. Additional bandages after the first have no effect on the healing rate (although they do result in healing skill successes). Bandages remain active until full HP are achieved, or they reach an unknown time limit (approximately 4 minutes). A fighter hunting alone can kill several opponents while a single bandage regenerates her HP (as long as she never reaches full HP). Hit point regeneration does not occur in a smooth, continuous fashion. Rather, it occurs on a die roll based on the character's healing skill. Oberin time is divided into 25 possible "healing cycles". A character with Healing 25 will regain hit points continuously, where a character with Healing 5 will only regain hit points on 20% of the possible cycles. As these successful cycles are chosen randomly, the character's HP may jump two or three times in succession then not move for a few seconds, then jump again. But over time, a character with Healing 4 will regenerate twice as fast as one with Healing 2, and half as fast as one with Healing 8. A cleric with a targetted opponent regains HP slower than any other class, even slower than a Fighter with Healing 1. Many clerics make use of this fact to assist in increasing their Healing skill by bandaging. New plate characters are advised to get to Healing Level 5 (their maximum) as early as feasible. Doing so will take approximately 1620 bandages total. Healing 2 requires approximately 540 bandages. Healing 3 requires approximately 200 bandages. Healing 4 requires approximately 360 bandages. And Healing 5 requires approximately 520 bandages. The simplest method is to wrestle Giant Rats on the Lerilin docks until health is low, then step out onto water and begin bandaging. Do not attempt to click too quickly, as bandages are wasted on these speedy attempts even though they do not generate fail messages. When health is nearly full again, wrestle a few more rats. The entire process from Healing 1 to Healing 5 takes less than an hour. The act of resting to regain HP and MP. Triggered by the /heal command (or other means, depending on your method of game control input), this is the primary way to recover HP and MP between battles. Healing is also a term used synonymously to mean (the act of restoring HP to yourself or party members through the use of Healing Magic or other means). To avoid confusion, many players typically refer to the /heal style of healing simply as "resting" HP and MP recovery starts after 20 seconds of continuous resting, and is restored in blocks every 10 seconds thereafter (with the amount of HP and MP recovered with each block gradually increasing). While this process is taking place, the player cannot move or perform any actions; however, this process can be interrupted by any player action or enemy action on the player. Every time HP and MP is restored to the player, 10 TP are lost (this can be avoided by meeting certain conditions for the Signet, Sanction, or Sigil status effects). Unlike most RPG's, there aren't many ways in Diablo series of directly healing other characters. While the Paladin, Monk, Crusader and Necromancer each have pretty effective ways of healing themselves and other party members, other classes will have to find other ways to heal themselves if these classes aren't available. In Diablo III, the Character Screen has a designated stat called Recovery, which shows how much Life and Toughness the character can potentially regain (in average) per second from all currently active sources. There are several ways of healing, most of them stacking with each other: This is where an enemy or character can heal their teammates. They are referred to as teammates. Examples are:- * Dale * Denise * Dr Stevens * Glenn * Harlan * Maggie * Mirabelle * Olivia * & More Expert : Most Herbshops, but not all of them Master : Fawn, found in Quintarra. Healing is recovery of lost hit points and is vital to your survival in NetHack. Healing is a sub-skill of waterbending which involves healing wounds by redirecting energy paths, or chi, throughout the body, using water as a catalyst. It is effective on external, physical wounds, though knows its limits with internal injuries and illnesses. A waterbender can also employ this skill to heal their own wounds. On rare occasions, waterbenders may instinctively be able to perform this technique without any formal training. A basic healing spell which offers excellent HP:MP ratio. Highly recommended for anyone wishing to become a healer. The Healing Fragment is an item required to complete the Shadow Play sidequest in Silent Hill: Downpour. It can be found at the intersection of Cook Street and Lansdale Avenue in Pearl Creek. Hit points of a building can be restored by ordering Citizens to repair it. Additionally, cities will automatically heal when they have not recently taken damage: Small Cities heal at a rate of 3.75 HP per second (1 HP every 4 frames), Large Cities heal at a rate of 7.5 HP per second (2 HP every 4 frames), and Major Cities heal at a rate of 11.25 HP per second (3 HP every 4 frames). Healing is an ability to restore an individual to full health or an object to pristine condition. The trigger for this power is love and conversely the trigger for the touch of death, its counterpart power is hate. See also: Characteristic, Heals equipment, Healing weapons See Damage#Offensive for mechanics. Healing is an effect that restores HP. It is affected by intelligence and +heals bonuses. __NoToC__ Healing ranks up to level 4 require using the healing spell many times, often thousands of times. The easiest and fastest way to fulfill this requirement is to find a Dark Knight and request that he or she sit beside a mana tunnel anywhere in Iria. During the day, the mana tunnel will keep any player's MP at maximum. While a Dark Knight's health begins to drain from extended transformation, a healer would have all the MP he would need to extensively train the healing spell on the Dark Knight. In early ranks, prior to Rank A, it may be difficult for a healer to keep up with a Dark Knight's rapidly draining health, but Rank A and higher healers can easily heal faster than a Dark Knight can drain HP, making this an excellent method of training for your master healers in training. Note, it is advisable to disable your computer's Nagle algorithm to maximize your system performance on Mabinogi. This will allow execution of skills faster, making this sort of training more effective. For skill ranks beyond rank 4, healing requires the use of the skill on players in deadly status. The easiest place to find such players is in Tir Na Nog where players often training Windmill on zombies fall deep into Deadly status. You can also heal a Dark Knight who's in their Dark Knight Disarm state. Healing is a medical ability that allow its user to heal injuries of teammates. There are many Types of Healing items present in SS13, many of them will only repair one type of Damage. This Charm allows the spirit to heal physical beings (such as Garou). Power Cost: 1 per Health Level, or 3 per Health Level if the damage is aggravated. Healing is the name for the art of healing physical and/or mental injuries through the use of the One Power. It is considered a Talent and it is not related to the Strength in the Power, for instance very strong channellers as Rand, Elayne and Egwene are unable to use this weaves proficiently, instead very weak channellers as some Kinswomen as Asra can be very good healers. Healing is typically performed by, and is the speciality of, the Yellow Ajah. The traditional method of Healing using Water, Air, and Spirit eliminates all physical ailments, using the patient's energy reserves for the healing. Small wounds and scars will instantly vanish, while larger wounds will close and heal as if they had healed naturally, but do so in mere seconds. There are drawbacks to this method of Healing, known to all those who practice it. Lost appendages cannot be replaced, and truly grievous wounds will leave a visible scar. The Healing draws energy from the body of the subject, therefore the shock to the weakened system may also kill the patient if they were near death to begin with. It is also not possible to Heal a specific area of the body; Healing must be done to the entire body at once, but it is possible to vary the overall strength of the Healing. Once a patient has been Healed in this manner, their energy reserves must be replenished. For more serious injuries, this can lead to the patient being ravenously hungry and unable to stand under their own power for several days. A new method of Healing, discovered by Nynaeve al'Meara and independently by Damer Flinn, uses a much more complex weave utilizing all five elements. This method of Healing is thought to be a rediscovery of how Healing was done in the Age of Legends because of references made by a number of the Forsaken, alluding to how the use of Healing most popular to current Aes Sedai is the sort of Healing used "in the midst of battle," and is actually quite crude. Nynaeve and Flinn (again independently) also discovered a weave that can Heal even severing, something not thought possible even in the Age of Legends. The traditional methods of Healing are accompanied by a chill rippling through the body when healed by a woman or by great warmth when healed by a man, similar to Delving. Nynaeve has recently discovered a method of healing madness in the male channelers. Rand al'Thor comments that even during the Age of Legends that healing troubles of the mind was rarely accomplished due to the complexity. The following classes have this Innate Skill: * Scout * Emilia Giannino * Soho Healing is a White Magic Life spell. A target unit will recover health points, the higher the level, the more health will be recovered. Healing is a constitution based skill that increases the rate at which you passively recover HP. In addition to training by recovering lost health, healing may be improved by a special dream or by eating a troll corpse. A relatively safe way to train healing is by carrying enough inventory that you are overweight. You will be hurt while moving but, as long as the weight isn't too heavy, you won't be killed because you'll heal over time. Another great way to train Healing is to carry around equipment that has the "It sucks the blood of the wielder" attribute. You will bleed every so often which you will just heal back, but be careful around monsters such as Iron Maiden, extra bleeding can cause you to get a "Hemorrhage" status. It can also be trained while training spell levels, by over-casting just enough to hurt you a bit that you can heal together with your MP. Healing is a PSI ability in all three titles of the Mother video game series. It cures the ailments of a single character, or all characters, depending on the level. Healing is learned in EarthBound Beginnings by Ninten and Ana, in EarthBound by Ness and Poo, and in Mother 3 by Lucas and Kumatora. Healing is a Kai Discipline that recovers 1 Endurance Point per numbered section in which there is no combat. Lone Wolf cannot heal more than his maximum. 0–9 • A • B • C • D • E • F • G • H • I • J • K • L • M • N • O • P • Q • R • S • T • U • V • W • X • Y • Z Healing is a Novice level restoration spell in The Elder Scrolls V: Skyrim that heals the caster 10 points per second. All races begin the game with this spell. Dual-casting the spell causes the Dragonborn's health to restore more quickly. Healers perform diagnostic spells to figure out what's wrong with someone. These spells are glossed, but they serve an analogous function to a visual and touch examination by a Muggle doctor. Healing serious physical injuries is a matter of ritual-type magic, which is to say specifics hung on a framework and details specific to the injuries. For instance, a broken bone always has the same kind of framework, but the specifics of the spell depend on the type, severity, and location of the fracture. Tissue (not organ) damage is the simplest to heal, with joints harder and broken bones between. Delicate work such as keeping the complex function of a hand or an organ is still harder. The harder something is to heal, the more it tires the Healer out,and the longer it takes to do the healing--plus tiring out the patient, who is paying some energy cost to reknit things. Some of this cost can be paid in potions or such if they are available. Mindhealing works in a way analagous to physical healing, but with spells that touch the mind. Legilimency is an important diagnostic tool for Mindhealing, which is a major reason that it's such a rare specialty. Holy healing spell to recover the target's HP. The minimum HP recovered by this spell is 30% of the caster's M.Atk. Shop for soul stones that boost your Int and socket these in a 2H staff. Smart rings boost your Int as well. Int gives you a MaxMP boost but also a magic attack (M.Atk) boost. Higher M.Atk yields higher HP recovery per heal for any team mates you are healing. * The net effect is that your limited supply of mana (MP) lasts much longer. * If you decide to have an int build for your character, use the skill Energy Beat with your staff for maximum effectiveness, NOT a mace which is based on str. Dirk is laying in the bed, the bed of the Emperor! Wow. Currently, as things stand, he's not doing anything. His entire face is a mesh of fresh bandages, similiar work done on his right arm, leg, and chest. No armor no more, seeing how it gets in the way of treatment. Vhramis opens the door to the bedroom, and with him he brings guests. Two, to be specific. A man holding then hand of a younger girl, probably no more than seven. "Master, are you awake?" Vhramis asks Dirk, looking over his form. "Yep." Dirk's simple reply, hand digging into the satchel he had picked up from somewhere and so far had not relinquished. Whatever he was searching for quickly becomes apparent, a glowing blue gem twinkling in his hand. "Do you need help with somethin'? The healers said I should lay here but I'm getting bored." "You should probably lay there for a bit longer, if they told you to," Vhramis warns, glancing to the gem, but dismissing it soon enough. "Especially since it was her Grace who said so. You don't want to cross her." He nods his head to the man next to him, and turns a gentle smile to the small girl. "I brought some friends with me, Master. They may be able to lend you a little hand, as it were, if you're willing." "Huh?" Dirk ask absently, moving the gem away from his eyes, all but covered by the bandages anyway, to study the man's friends. "Help with what?" Vhramis blinks at the laid out miner, before gesturing to him. "You seem to be a bit hurt, still. We may be able to...ah...hasten the process of your healing." Wolfsbane and the man exchange looks, before both looking back to Dirk. "I saw you come to the aid of the two against that Wildling. Very brave of you." "Very stupid of me." Dirk answers, voice still at a very careful neutral, only cracking slightly. "I pursed it." He pauses, and then lets out a nervous laugh, followed immediately by a narrowing of his eyes. A sign that the action caused some discomfort. "What do you mean.. hasten it?" Brown eyes turn to the young girl, and the man holding her hand. The girl, who was staring at Dirk, immediately shies away as he looks to her, stepping behind her father or guardian's leg and trying to hide. "I mean...hasten it," Vhramis responds, frowning a touch. He lifts a hand to touch at his own face, and the puffy, jagged marring across his eye. "We may be able to prevent something that will haunt you for the rest of your life, Master. As well as make you more comfortable now." Tick. Tock. Tick. Tock. The brown eyes retain their curious light, moving beneath the bandages to all the other guest. Wait. The eyes fly open, and the mouth drops wider as well. "S-shadow magic?" Dirk starts to catch on after all. An almost inaudable sigh can be heard from Vhramis, though he nods his head. "You must have been informed of the nature of this settlement, Master, before you ventured out. And, I'm remembering you as being here last time. So it should come as no large surprise." Of course, this is coming from a man who's lived with Shadow Touched for a long while now, so he's probably a bit desensitized. "It's a simple offer of aid. And we won't force it on you." Dirk bites on his lower lips, the first sign of shock fading away into something less obvious, looking between the three guest. "When I came here the first time, Cloak and Wierd Hair guy cast magic on us to make us appear here. It wasn't unpleasant... no more then riding on a dragon, anyway. Ummmm... Will the scar completly fade?" "I can't say," Vhramis shrugs, and the man next to him shakes his head, apparently unsure either. "Though it probably won't hurt it." The mention of Cloak and Wierd Hair guy brings a bit of a tightened look to the Protector's face, though he doesn't comment. "Well... go ahead." Dirk answers, "My face hurts to much to worry about what the Church thinks anyway. I'll just tide alot, and they'll forgive me. They like tiding." He clenches the satchel to his chest, the glowing blue gem still serving as an on-off-on illumination. "Don't tell them, then," Vhramis shrugs. "I certainly won't say anything." A bit of a smirk finishes the sentence, and he nods to the man next to him. "All right, sweetling," the unidentified man murmurs to the girl, extracting her from behind him. He leans down and whispers some words to her, gesturing to Dirk on the bed, while she stares with wide eyes. Finally, he straightens, lifting the girl up and carrying her bedside. "Just like you've done before. Just like we've practiced," he whispers to her. "Hey." Dirk offers to the girl, a genuine smile for the first time in awhile, brown eyes following her. "What's your name? I'm Dirk." Yeah, distract her, that's a great way to work. The girl has no answer for Dirk, apparently freezing in a bit of fear at the outsider as she's spoken to. "It's alright," Vhramis says to her gently, stepping forward and resting a hand lightly on the back of her head, stroking her hair. She hesitantly reaches her hands towards Dirk's face, apparently very unsure of herself, even as they start to glow a soft green color. Dirk watches the green light cautiously, eyes clenching shut, loose muscles ruined by the wildling's claw tensing up. Sure, he agreed to it, but seeing someone come at you with a glowing hand, even if just a little girl, that'll rattle nerves. The girl closes her eyes also as she her small hands rest on Dirk's face, directly onto where the wounds would lay. Probably not very comfortable for him, really. But, regardless. Whether it works, and how well, will probably need to wait to be seen until the bandages are removed, though a gentle warmth can probably be felt by the 'patient'. Finally, she tugs her hands away, turning about in the man's arms and buring her face in his chest. "Very good," Vhramis assures her, rubbing at her back. "Very good." The man nods his head and turns about, carrying her out. Dirk winces at the pressure on his wound, silent for awhile as the girl is taken away, before letting out a hiss of air. "That felt wierd." Vhramis shrugs at that as he finds himself left alone with the visitor. He looks him over for several moments, before a light smile reaches his face. "Well. I didn't get a chance to say this before, but welcome to Crown's Refuge." "Heya." Dirk manages absently, pulling the satchel back to his chest. "What is your role in the expedition?" Vhramis asks the man, watching him carefully. "Huh? Oh, right. I'm a miner. I was supposed to check the quality of minerals around here." Dirk answers, voice holding strong now. "It didn't work like I thought it was going too, though... what's your role here? In the town, I mean." "I was named by his Majesty as Protector of Crown's Refuge," Vhramis explains, stepping to the side to lean against his bedroom wall. "And, more recently, for some reason, named Warlord. Though I half think that's a joke at my expense." "His majesty?" Dirk ask, "That's alot of responsibility... Though looked like everything turned out all right, though. Crown Refuge is still standing, right?" "Any cost seems too high," Vhramis murmurs, growing more grim. "As the count of dead increases, it becomes more obvious the toll the Wildlings took on us. I'm thankful it wasn't worse, but..." He shrugs slightly at that. "How many died?" Dirk asks, curious about the morbid number tally. He almost became one of them, after all. "It's looking close to.... a fourth of us," Vhramis answers, crossing his arms tightly at his chest. He rubs at his chin with a finger, picking a spot on the floor to stare at. "Wow." Dirk manages, eyes going to the floor as well. "Sorry." "That's not your fault. You guys helped us out of a spot with your well timed arrival," Vhramis replies, shrugging. "We couldn't be more thankful." Dirk returns the gem, as if searching for something to say, but finally settles for slowly sealing it shut. "I think I should get some rest... before the healers come back and check me. They take a long time... but, ummm... what's your name?" "Right. I'm sorry I kept you up," Vhramis nods his head, stepping away from the wall. He nods his head to the man. "Vhramis Wolfsbane. Be well, Master Dirk. Enjoy the bed. It's mine, after all." With a bit of a wry grin, he begins to move to the door. "Good night." Dirk immediatly responds, rethinks it, and offers. "Good whatever. Thanks for the bed." Back to sleep.
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