Healing refers to a character's ability to heal the wounds of other people. As this is a super-power, the wielder does not require medical knowledge in order to heal another person's wounds. This power applies only to the ability to heal other people. For self-healing see Accelerated Healing.
Note: Pandora's Box only heals 50% of the time, and Roulette only heals 2% of the time.
The glyph from Cawwot (spell) counts as being placed by the caster, so it is based on the caster's statistics and not the summon's.
The effectiveness of a summon's healing spells are increased by 1% for each of the character's levels. Summons' heals are not affected by the intelligence of the summoner.
See Category: Healing weapons for a list.
Health, represented by the red bar in the user interface, represents the character's vitality (often called "hit points"). When a character's health reaches zero, the character dies.
All level one characters start with 100 health. Every level a character earns increases their maximum health by 20. This brings maximum health to 480 at level of 20. In addition, some skills, weapon upgrades, focuses, shields, Morale Boosts, death penalty, armor, consumables, and runes can affect a player's maximum health.
The maximum health that a level 20 character can achieve without skills or titles is 670, however Dervish primaries can attain 695 (due to an inherent +25 health on their chest armor).
480 (base hp) + 50 (Rune of Superior Vigor) + 40 (4X Rune of Vitae) + 40 (5X Survivor Insignia) + 30 (shield or focus) + 30 (Main Weapon) = 670
Any temporary effects on maximum health also modify current health by the same amount, albeit also temporarily. For example, if a creature with 300 of 500 health has its maximum health reduced by 100, it would then have 200 of 400 health. When the effect expires, the creature would be restored to 300 of 500 health. Reduction of maximum health cannot, however, reduce a creature to below 1 current health.
Healing a character causes that player to gain health points, up to their full health. The healing player and healed player see blue numbers showing the amount healed. Blue numbers are shown even when no HP is actually gained (usually because the character is at full health). The size of the blue numbers may be modified through options.
There are three distinct types of health replentishment- health regeneration, healing, and gain health. Healing skills are affected by healing reduction skills while gain health skills give you the stated amount. Health regeneration provides health over time determined by the number of "pips" a character has.
The rate at which health regenerates (or degenerates) is represented by pips, or arrows, that appear in the health bar. Each pip indicates 2 points per second of health recovery (arrows pointing to the right) or loss (arrows pointing to the left). Health degeneration usually affects the color of a character's health bar. A pale pink health bar indicates bleeding, while a green bar indicates disease, poison or health degeneration from an environmental effect and a purple bar indicates degeneration from a hex or well. Degeneration from burning and miasma does not affect the color of the health bar.
It should be noted that skills that incur health degeneration ignore armor, and thus is useful against heavily-armored foes, or foes which use armor-increasing skills (such as Armor of Earth).
Health regeneration will stack to exceed ±10 pips, but the effect will be no greater than that of ±10 pips. For instance, if a target has -20 health regeneration they will lose health at the rate of -10 pips, and if they use a +10 Healing Breeze, they will still lose health at the rate of -10 pips.
If a character is not at full health, isn't attacking, isn't using a skill that targets foe, isn't being targeted by a non-party member's spell and hasn't lost health recently (from damage, sacrifice, or health degeneration), then the character will slowly start gaining health regeneration as a form of natural healing. Natural health regeneration stops when any one of the above conditions ceases to be true. It is possible to regain health this way while you're under attack as long as the damage you receive is 0 and any degeneration is offset by regeneration.
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The Island appears to have healing properties that cures inhabitants of defects, disabilities, and diseases. Most notably, Locke's paralysis and Rose's cancer, and because of such, both characters believe the Island can heal afflictions. Rose notes in "Lockdown" that Locke's injury will not take as long to heal as Jack and others suggest, presumably due to the healing properties of the Island.
The healing properties of the Island seem very strange, healing defects that were contracted before arriving on the Island almost instantly, but defects on the Island that aren't life threatening seem to heal slower. Mortal wounds do not seem to be cured.
You're gonna need to clean out the wound every couple of hours and keep as much weight off the leg as you can, all right? The Island will do the rest, John, all right?
The exact healing properties of the Island are currently unknown, though most inhabitants have heard or seen what the Island can do. When Mikhail addresses Naomi's punctured lung, he comments that the healing abilities for wounds are much different on The Island. Juliet also mentions that sperm counts for men living on the island are many times higher than normal, indicating that the healing properties of the Island generally improve biological processes. ("D.O.C.") Despite all this, when Locke is with Ben in the ruins, Ben says that the Island is very selective of whom it chooses to heal. ("The Brig")
The Island does not appear to heal an immediate death, such as when Shannon was shot or Goodwin impaled. Despite healing Rose's fatal cancer, it did not prevent the slow deaths of Boone and Libby. As of Season 3, Locke is the only person explicitly healed more than once. Perhaps most noteworthy, upon landing on the island he could walk after being paralyzed for 4 years.
While the above instances appear to indicate healing properties, there are other examples where people were NOT healed.
Disorders, injuries, and scars that either did not heal or may have healed normally:
Healing, also called Restoration or Restore is the ability to mend the damaged anatomy in subjects. This is usually accomplished by use of psychic energy, the user's life energy, or even via blood transfusion between a superhuman who can regenerate and the subject that needs to be healed. Either version of this ability can be used to cure anywhere from paper cuts or broken bones to diseases that supposedly have no cure and otherwise-irreparable injury. A variation can even heal psychological damage and return lost memories (called either Psychic Healing, Mental Healing or Mental Awakening).
Notable users of this power:
Each character has a limited amount of Hit Points and when their Hit Points drop to zero, due to damage through weapon attacks, poison or other harmful effects, will die and return to the temple in their hometown. HP is the common abbreviation for Hit Points. Each character begins with 150 hitpoints when they first arrive on Tutorial Island.
The amount of hitpoints you lose is affected by the amount of armor you are wearing. If the stats on the armor are high and you are wearing a full set, you will not lose as much damage as if you were just wearing a weak helmet. Different monsters do different amounts of damage to your HP. Rats can do around 10 damage while demons can do over 750 at a time. If your hitpoints are low you shouldn't go fighting, heal yourself or eat something to restore your health instead.
To calculate the maximum number of hitpoints a player has at a certain level, see the Formula page.
Healing is any one-time action that restores Hit Points to an ally or to oneself.