Healing Amplification

Overview
Healing Amplification increases the hit points cured by healing spells and effects. It stacks with various spellpower bonuses. It comes from race, class, items, and miscellaneous sources. To see you healing amplification, open your character sheet and hover over your Hit Points score.

Stacking with Spellpower
Healing Amplification stacks multiplicatively with effects that increase the power of healing spells, such as metamagic feats (e.g. Empower Healing), class enhancements (e.g. Cleric Life Magic), item enchantments (e.g. Devotion), scroll mastery enhancement, etc. Incoming healing is simply multiplied by character's total healing amplification. This multiplication is applied only after rounding the amount after applying spellpower (always rounded down) and is then rounded again (always down too).

Example: Cure Light Wounds on CL 5+ with 20 spellpower and 10% healing amplification should in theory heal: 1.1*1.2*(1d6+7) = 10.56-17.16 rounded to 10-17 Instead it heals: 1.2*(1d6+7) = 9.6-15.6 rounded to 9-15 -> 1.1*(9-15) = 9.9-16.5 rounded to 9-16 Note: The range is discrete with only 6 objects in each set, so the average isn't the average of minimum and maximum.

Race Healing multiplier
Most base races and transformed races start off with a Positive energy vulnerability (Healing) of 100% allowing all Divine healing spells to function normally on them. i.e. healing multiplier of 1.0.

Transforming from your original race to another will alter this multiplier.

Your most recent "racial transformation" is considered for this multiplier. So a Warforged that has entered into Lich Form would utilise the Racial type: Undead healing multiplier of 0.0 rather than their original Warforged healing multiplier of 0.5.


 * Living types (Human, Elf, Dwarf, Halfling, Half-Elves, Drow, Elemental, Animal) have a 100% vulnerability to Positive energy.
 * Warforged and Bladeforged type start off with a 50% Positive energy vulnerability (i.e. Healing multiplier of 0.5). This can be increased by Healer's Friend enhancements to 0.8.
 * Bladeforged receive an additional -10%. The actual effect is second multiplier of 0.9.
 * An Undead type will be set to a Healing multiplier of 0.0, resulting in them being unable to be healed via spells and effects that deal Positive energy.

Racial enhancements

 * Human Improved Recovery has three stacking tiers of +20 each for a total of +60 (available to Humans and Purple Dragon Knights)
 * Half-elves can take two tiers of Human Improved Recovery for a total of +40.

Class enhancements
Class bonuses from different classes stack (are multiplied).
 * Monks get 5% heal amplification per each core ability of the Shintao tree (1.05^6 = 1.34).
 * Half-Elf Monk Dilettante enhancements (Half-Elf Improved Recovery) has two stacking tiers each for a maximum multiplier of 1.21. (This is a class bonus, stacks with racial, locks out monk's amplification)
 * Paladins can get 3 tiers of +20 heal amplification enhancements in the Knight of the Chalice tree.
 * Druids can grant +30 heal amp to one character (Crown of Summer, Season's Herald tree).
 * Barbarians have multiple stacking bonuses to healing amplification in the cores of their trees

Item bonus
The healing amplification on items comes in different types: exceptional, equipment, and competence bonus. Items of the same type do not stack. Items with various types of healing amplification stack. The bonuses stack by addition.

Exceptional bonus (former Healing amplification 10%)
 * Random loot: Lesser Convalescent
 * Named items:, , ,
 * Crafted items: Dragontouched Armor (Eldritch), Greensteel weapon (Tier 1)

Equipment bonus (former Healing amplification 20%)
 * Random loot: Convalescent
 * Named items:, , ,
 * Crafted items: Dragontouched Armor (Tempest), Greensteel weapon (Tier 2), Tower of Despair rings (Incredible Potential)

Competence bonus (former Healing amplification 30%)
 * Random loot: Greater Convalescent
 * Named items:, , ,
 * Crafted items: Greensteel weapon (Tier 3)

Enhancement bonus
 * Named items:
 * Crafted items: Blood (Cannith Crafting)

Guild bonus

 * House Jorasco Healer Contract from Guild Airships (history) (20)
 * Bath House Amenity from Guild Airships (20)

Miscellaneous bonus

 * Paladin Passive Past Life Feat (stacks additionally 3 times, for a total of 10, 20, 30)
 * Jidz-Tet'ka - +25% insight bonus for Monks in fire stance.
 * Exalted Angel: Purity of Essence I-III: 3%, 3%, and 4% bonus, for a total of 10.3336 %
 * Unyielding Sentinel: Vigor of Battle (sentinel stance): 10 %

Blood and Fleshmaker effects
The benefit provided by items with Blood or Fleshmaker enchantments is affected by the order in which a player equips/gains Healing Amplification modifiers.

If items with the Blood or Fleshmaker effect are equipped last, they only grant the 10% extra to the base amount separately, rather than as the original whole. They are essentially treated as separate sources of your base Healing multiplier.

Ideally, you will want to equip your Blood and Fleshmaker items first, before including your other items that increase Healing Amplification.

Consider the following example. A Warforged with all tiers of the Healer's Friend enhancement, and an item granting 20% Healing Amplification already equipped, has just now equipped a Finger Necklace. They receive a Heal that would normally result in 110 health being restored.

((Healing multiplier) 0.8 x (Healing Amplification) 1.2 x (Heal) 110)) + ((Heal) 110 * 0.1 (Finger Necklace)). Total ends up as 116.

Had the Finger Necklace been equipped first, the result would have been different.

((Healing multiplier) of 0.8 + (Finger Necklace) 0.1) x (Healing Amplification) 1.2 x (Heal) 110. Total ends up as 118.

It is often recommended to aim for items that grant normal Healing Amplification over items that increase the base Healing multiplier, due to more availability of such items, as well as not needing to switch in and out of equipment all the time to get the best effect out of items with the Blood and Fleshmaker effect.