Healing is treated very differently in and out of combat. In a combat situation, any healing skill requires two rounds to heal a single target for one HP. Outside of a combat situation, healing depends on the skill level (healing ability) and the roll that is given to heal (how well the heal is performed). The lower the roll, the longer the healing will take. In a non-event or general roleplay scene, Staff asks that players use their best discretion when it comes to time taken. Cuts and scrapes could be healed in one round, for example, but mortal wounds would take much longer, and resurrecting a dead ally would take quite a while.

No matter how well a character recovers from injury, they still may not enter into combat within 24 hours of losing a fight.

Below are examples of what any character at a certain skill rank is capable of using many Dungeons and Dragons skills/spells as a guide. If a player wishes to know more about what their character is capable of, they may look up what they interpret their character's class to be and use their skill ranks as spell levels. Of course, many skills don't have a direct counterpart, so discretion must be used.

Rank Restoration First-Aid Alchemy (Healing)
1 Cure Light Wounds Stem bleeding, wrap wounds Treat minor wounds with salves
2 Cure Moderate Wounds Cauterize wounds effectively Create/Use common healing potion
3 Cure Serious Wounds Create/Use common antitoxins
4 Cure Critical Wounds Stitch wounds
5 Break Enchantment Set broken bones and use splints Create/Use greater healing potion
6 Basic field surgery (bullet extraction)
7 Regenerate
9 Create/Use greater antitoxins
10 True Resurrection Extensive surgery Create/Use supreme healing potion