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.

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).
 * 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.

Multiplier modifiers
Most races do not have modifiers to their Racial Type vulnerability. However, certain enhancements, feats and items can modify this.
 * Warforged can take Healer's Friend enhancements to increase their Positive energy vulnerability, three stacking tiers of 10 each (10/20/30), increasing their Healing multiplier to 0.80.
 * Bladeforged start at 0.45 Positive energy vulnerability due to their Racial Feat "Bladeforged" that grants a -10% Positive energy bonus (-10% total when compared to normal Warforged). They can take Healer's Friend enhancements, three stacking tiers of 9 each (9/18/27) increasing the Healing multiplier to 0.72.
 * Blood and Fleshmaker is an item effect. 10% is added to the base Positive vulnerability, increasing the Healing multiplier by 0.1. Please see the notes below for special notes on these effects however.

Racial bonus

 * Human Improved Recovery has three stacking tiers of 10% each for a maximum multiplier of 1.331 (available to Humans and Purple Dragon Knights)
 * Half-elves can take two tiers of Human Improved Recovery for a maximum multiplier of 1.21.

Class bonus
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 3x 10% heal amplification enhancements in the Knight of the Chalice tree.
 * Druids can grant 15% heal amp to one character (Crown of Summer, Season's Herald tree).

Item bonus
The healing amplification item enhancement comes in three levels (10/20/30 %). Items with the same level do not stack. Items with various levels of healing amplification stack. The bonuses are multiplied, for a total of 1.1 * 1.2 * 1.3 = 1.716. (71.6% total amplification)

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

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

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

Miscellaneous bonus

 * Paladin Passive Past Life Feat (stacks additionally 3 times, for a total of 5%, 10% or 15%)
 * Jidz-Tet'ka - +25% insight bonus for Monks in fire stance.
 * House Jorasco Healer Contract from Guild Airships (history) (10 %)
 * Bath House Amenity from Guild Airships (10 %)
 * 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.