Divine Power
Active · Magic · 1 level · ID 1459
Increases the power of your healing skills by 1000 HP per target for 15 seconds.
- MP
- 109
- Cast
- 2 s
- Reuse
- 900 s
The description and the numbers are those of level 1, the last one.
Mechanics
«Divine Power»
adds 1000 HP to every heal you make: on each target, including yourself. This skill does not change the healing you receive from others.
On this page
# How it works
Source: a Cardinal skill from level 79: a buff on yourself for 15 seconds.
The bonus is added to the power of your healing skills while the effect lasts. It applies to every heal for a number of HP: single, group, on yourself. In a group heal each target gets the bonus once, and you yourself also once, not twice.
Bonus by skill level
| Level | Healing bonus, HP per target |
|---|---|
| 1 | +1000 |
| +1 (power) | +1033 |
| +2 (power) | +1066 |
| +3 (power) | +1100 |
| +4 (power) | +1133 |
| +5 (power) | +1166 |
| +6 (power) | +1200 |
| +7 (power) | +1233 |
| +8 (power) | +1266 |
| +9 (power) | +1300 |
| +10 (power) | +1333 |
| +11 (power) | +1366 |
| +12 (power) | +1400 |
| +13 (power) | +1433 |
| +14 (power) | +1466 |
| +15 (power) | +1500 |
| +1..+15 (MP cost) | +1000 |
# How healing is calculated
Healing for a number of HP is calculated in steps:
- The power of the healing skill.
- Plus all the bonuses of the HEALER: weapon, talismans, tunic, necklace, effects on the healer. They add up.
- Plus the bonus from M. Atk. and spiritshots.
- Multiplied by the TARGET's multipliers: received healing is higher (Shield Master sets, prayers) or lower (curses, healing reduction).
- Critical heal - × 3.
- No more than the target is missing up to its max HP.
The bonus comes before the target's multipliers, so the target's multiplier also applies to it.
Example: «Major Heal»
on another player heals for 1080
| Case | Healing, HP |
|---|---|
| healing without the bonus | 1080 |
| 1080 + 1000 = 2080 | |
| 1080 + 1000 + 37 = 2117 | |
| (1080 + 1000) × 0.5 = 1040 | |
| (1080 + 1000) × 1.03 = 2142.4 | |
| critical heal | (1080 + 1000) × 3 = 6240 |
# Which healing it affects
Applies or not
| Healing | Bonus |
|---|---|
| yes, on each target | |
| yes, on each target, on yourself - once | |
| none | |
| healing over time (by ticks) | none |
| CP and MP recovery | none |
| instant healing potions | yes - you are both the healer and the target, as before |
# Tested on the server
The rule has been checked by a test on the real server code: a level 85 Cardinal heals another player and themselves with single and group heals, with and without bonuses, and the targets are under received healing multipliers.
«Greater Heal»
without a shot, without gear
| Case | Healing, HP |
|---|---|
| healer without bonuses, on another player and on themselves | 472 |
| 509 (472 + 37) | |
| 509, the bonus is not doubled | |
| 472 | |
| 1472 (472 + 1000) | |
| 378 / 415, 415, 415 | |
| 254.5 = (472 + 37) × 0.5 |
# Specifics of our server
As on the official High Five servers (PTS): all these skills have one effect - a healing power bonus in HP, and the PTS description says: increases the power of one's own recovery magic. So on our server the rule is set like this:
- A bonus in HP is the healing power of the one who heals. It applies to each target of their healing.
- A bonus in percent (received healing) is a property of the target.
- A bonus that the target has does not apply to someone else's healing.
Until 16.10.2026 the bonuses worked the other way round - only when their owner was being healed.
Updated:
Enchant tree 2
The skill is enchanted from level 1 along one of the routes. Pick a step of a route to see what the skill becomes.
-
Power
+15Enchant Power: Increases the power of recovery magic
+15 Power Increases the power of recovery magic by 34.
Increases the power of your healing skills by 1500 HP per target for 15 seconds. Enchant Power: Increases the power of recovery magic
-
Cost
+15Enchant Cost: Decreases MP consumption.
+15 Cost Decreases MP consumption by 4.
Increases the power of your healing skills by 1000 HP per target for 15 seconds. Enchant Cost: Decreases MP consumption.