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 calculate your heal amp rating, add all sources of heal amp together. Items granting the same bonus type don't stack, only the highest value applies. To see you healing amplification, open your character sheet and hover over your Hit Points score.

Update 24 introduced a new formula: Healing Amplification rating increases all healing by  . For Warforged and Bladeforged, the result is again multiplied by racial penalty, see below.

The most common form of Healing Amplification is the type that uses Positive energy. However, there are also various other types of Healing Amplification available, including those using Negative and Repair energy. Despite the differing energy types involved, they all work through the same principle.

Racial 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.
 * 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.
 * 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 0.6 / 0.7 / 0.8.
 * Bladeforged receive an additional -10%. The actual effect is second multiplier of 0.9. Thus, a Bladeforged without Healer's Friend enhancements has racial multiplier of 0.45 (0.5 * 0.9). With the enhancements, the multiplier is 0.54 / 0.63 / 0.72

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 +10 heal amplification per each core ability of the Shintao tree.
 * needs u24 verification: 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. 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:, Category:Fleshmaker items
 * Crafted items: Blood (Cannith Crafting, docents only)

Insight bonus
 * and : +50 for Monks in fire stance

Note: The description of healing amplification on many items is outdated. Check combat log and heal amp rating on character sheet.

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)
 * Exalted Angel: Purity of Essence I-III: +20
 * Unyielding Sentinel: Vigor of Battle (sentinel stance): +20

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.